Sections
FT Home
Features
Interviews
FR Projects
FR Places
FR Magic
FR NPC's
FR Fiction
Top 10 Sites
Odds & Ends
Classifieds
Feedback

The Staff
Peter Oliva
Chris Labonville
Mike Vandergrift
Mike Lejeune
Chris Warter
Mike Unknown
Hargrid Tenslayer

Staff Details


AD&D Net Worlds

Realms of the Net

V3-URL
Volume 1, Number 3 August/September 1999

Fistlord - Warrior Class Kit | Drizzt Do'Urden

Realms NPC's - Fistlord
by Kris Sisk

Class Description

Class Division: Warrior

Fistlords are elite warriors who have certain abilities, obtained through heredity and a lifetime of training, negating the need for weapons and armor. As a result of their intense training in non-weapon related powers, using a weapon will cause a Fistlord to be penalized by -3 hit and -3 damage. Using armor, which Fistlord powers can not adapt to, will penalize their dexterity, lowering it by the amount that the armor would normally raise their AC by (not considering magical bonusses). It also causes them to suffer a -4 penalty to their hit roll.

Class History

Centuries ago in Waterdeep, a pit-fighting team made of the stuff of legends fought and won 100 consecutive fights. This team were a human female fighter and a mysterious human male with unprecedented control over magic. This man had sold his soul to Bane for his powers and his body was changed so that he could better control them. These two fell in love and had children. Their children seemed to possess their mother's battle instincts and their father's powers.

Through the centuries, this family has continued, and the eldest child of each family descended from the pit fighting team has always been trained in the use of their powers. Occasionally, one of the younger children has learned to use their powers on their own. The relations between most Fistlords is so distant as to be inconsequential (7th cousin and the sort), but most often a first cousin or another close relative who is also a Fistlord is a major part of the Fistlord's life.

Once in a while, a rouge Fistlord can be found, an illegitimate, but nonetheless direct, descendant of the first Fistlord. These rouges will not know their family history and will not have another Fistlord as a mentor. They always discover their powers on their own.

Proficiencies allowed

General, Warrior*, Wizard*
*armorer, weaponsmith, and spellcraft are not allowed, even if the Fistlord spends an extra proficiency slot.

Class Advantages

Fistlords have three types of powers: melee, missile, and utility. melee powers are used for close combat, while missile powers are used at a distance. utility powers tend to be similar to thieving skills. Some say this is the doing of Bane, god of strife, who gave the powers to the original Fistlord, and that he gave these powers without reason. Others disagree, saying that the original Fistlord wanted an easier way to get money than by fighting in the pits. No one is quite sure.

Dice are used to determine what abilities the Fistlord gets. The gain 1 ability each time they would gain a weapon proficiency.

Class Disadvantages

The only disadvantage to this class is that they can't use any weapons or armor. A Fistlord using a weapon will get -3 to hit and damage. A Fistlord using armor will suffer a -4 to all hit rolls. They will also suffer a penalty to their dexterity equal to the AC adjustment the armor would give them with no magic.

Power Chart

Roll (1d4)Abilities Gained
12 melee, 1 utility, 1 missile
21 melee, 1 utility, 2 missile
31 melee, 2 utility, 1 missile
42 melee, 2 missile

A roll on a 1d4 determines how many and what kind of powers a first level Fistlord will have.



Roll (1d2)Abilities Gained
1a melee ability
2a missile abililty

Additionally, when the Fistlord would gain a weapon proficiency, a roll of 1d2 determines what kind of power they can get.



If character already has all missile powers, do not roll. Give character a melee power instead.Reroll within the category if a power the character already has is rolled.

Roll (1d6)Missile Powers
1Mini-fireball; similar to a fireball spell, but smaller, affecting only a single target. This does 1d6 damage.
2Flaming arrow; an arrow made of solid flame. Does 1d4 damage +1/2 levels.
3Goo Ball; Paralyzes target for one round/three levels of Fistlord unless target makes a successful strength check.
4Ball of Darkness (evil) or Ball of Light (good); which one depends upon the alignment of the Fistlord. Neutral Fistlords can choose. The Ball of Darkness does 1d10 damage to good characters and the Ball of Light does 1d10 to evil characters.
5Spiked Ice Ball; A ball of ice covered in spikes does 1d4 piercing damage and additional 2 points of cold damage.
6Concussion blast; A ball of solid force barrels the target to the ground, stunning them for 1 round and doing 1d4 damage.


A Fistlord can't gain any more utility abilities than he/she started with.

Roll (1d6)Utility Powers
1Player's Choice
2Climb Walls 95%
3Pick Locks 95% (no picks needed, character sticks his/her finger in the lock)
4Move Silently 95%
5Know Alignment
6DM's Choice


If a melee ability is rolled, but the character already has all of them, the DM is advised to enforce retirement upon the character, as they must be huge to have this many abilities. If you don't what to do that, add a missile ability instead.

Roll (1d20)Melee Ablility
1Power Sweep: Knocks target to the ground and causes 1d2 points of damage.
2Power Sweep 2: Same as Power Sweep except that it does 1d4 damage
3Power Knee: A sharp knee kick which does 1d4 damage and stuns male targets who fail a constitution check.
4Mindnummer: A headbutt that stuns targets who fail a constitution check for 1 round. Does 2d2 points of damage
5Wirlwind Punch: A punch that results in the Fistlord sinning in a full circle. Three attacks at 1d2 each.
6Brigand Punch: A punch which can only miss if the target succeeds in a dexterity check with a -2 penalty. Use punching chart.
7Flaming fist: The Fistlord's fist is engulfed in flame as he/she punches. Does 1d4+1 fire damage. May also be used to start fires.
8Psyco-spin: the Fistlord takes a step back and then, without warning, his/her feet come off the ground and they go into a gyro spin hitting the target. It happens quickly, but if an observer looks closely, the can see a momentary burst of flame as they slam into the target. Does 1d6 damage.
9Power Fist: A typical punch with a mysterious punch behind it. Does 1d6 damage
10Thermal Kick: A kick in which the Fistlord's foot and lower calf and shin are engulfed in flame. Does 1d8+1 per level of the Fistlord. Can be used to start fires.
11Power Ram: The Fistlord rams his shoulder into the target with such force that the target is thrown back 1d4+5 feet. Does 1d4 damage
12Force Punch: The Fistlord throws a double fisted punch in the face of the target, adding to it the mystical force of the Fistlord's power.
13Duel Attack: The Fistlord is able to use 2 attack on each round that a successful dexterity check is made.
14Mindnummer 3: A stronger version of the Mindnummer. Same effect except that it does 1d6 damage.
15Shadow Kick: The Fistlord seems to teleport a few feet to kick an opponent. Actually, the Fistlord just moves to quickly for a normal eye to follow. Does 1d8+1per level damage.
16*Reroll and gain an extra utility ability.
17*Reroll and gain an extra melee ability.
18*Reroll and gain an extra melee ability.
19DM's Choice
20Player's Choice

* indicates that this may not be chosen on a player's choice and should not, but may, be chosen on a DM's choice.

Leveling

LevelExperience
10
22250
34500
49000
518000
636000
775000
8150000
9300000

+300000/level thereafter
Minimum Scores: Str 9, Dex 16, Con 9.
Prime Requisite: Str



[ Copyright/Credits | Submission Guidelines | Subscribe ]