The Ravenloft Files: Dead of the Night
Fighters are “everyman” heroes: men and women, lacking any supernatural gifts, who prefer to face their obstacles head on. Fighters are found in every settled domain and fill any niche requiring martial skill and physical prowess. They serve as armored knights in Darkon, Nova Vaasa and the Shadowlands, and toil as soldiers in Falkovnia’s armies. Their ranks may include anything from a constable or a bodyguard to a thuggish bandit or even just a peasant with long practice defending his livestock from cunning wolves.
Fighters tend to adventure for clear-cut, mundane reasons. Like anyone else, they seek to better their stations in life and secure their happiness. A fighter must adventure to seek fame and fortune, to pursue justice or vengeance or he may simply follow his own moral imperatives. Fighters are often invaluable when battling physical threats, but without magical aid, they can find themselves all but helpless against some unnatural foes.
Altered Class Features
Bonus Feats: Fighters add Back to the Wall, Courage, Dead Man Walking and Jaded to their list of possible bonus combat feats (even though they may not actually be considered combat feats).
Weaknesses: Just as any other class, fighters may become corrupt through gaining too much power. When someone offers a physical solution – often a violent solution – to most problems and doesn’t spend much time examining his role in life, it is all too easy for him to lose sight of a greater purpose in the name of glorying in gore for its own sake. If a fighter uses force in most situations, especially too much force for the threat offered, he may be on the road to corruption. It is one thing to turn to violence once diplomacy and stealth have failed, but rushing into combat first or relishing pounding lesser threats into the ground may call for a powers check at the GM’s option.
If a fighter never offers an intelligent foe the chance to surrender, he should be required to make a powers check. This is not true, however, if the foe has proved to be an ongoing villain who has escaped justice numerous times due to clemency offered in the past or unless offering such poses a clear danger to the fighter’s party. As fighters advance in levels and kill more monsters and people, the GM might also call for powers checks to indicate the hardening or deadening of the character’s soul as he becomes inured to dealing out death.
For those GMs who prefer an easier way to determine when to ask for a powers check, you may assume there is a base 5% chance per level above 1st that a fighter commits some action worthy of calling for such a check. Every obviously selfless, humble and good action performed may reduce this percentage by 1%, but the chance never falls below 1% total. Those who dance on the precipice by acting in an evil manner may add to the percentage chance by 1% for each instance of uncaring or evil action. Obviously, those who commit atrocities should not receive a GM’s roll to determine if they need to make a powers check. Some things should simply spell automatic failure.