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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>Class Conversions>Fighters
FIGHTERS
FROM: D&D 3rd Edition
TO: HERO System 5th Edition
Sample Fighter: Lord Durant Khatru from Ptolus, City by the Spire
Sample Fighter: "Prince" Ironheart from Ptolus, City by the Spire
Fighters are those who make their way in the world via skill at arms and physical exertion. Fictional Fantasy if full of all different sorts of Fighters, from thick-hewed axe-men to lithe fencers, and every permutation in between and beyond. Many players want nothing more than a character that can wield a weapon and wield it well.
Fighters are ultimately the deadliest hand to hand combatants in D&D, surpassing all other Classes and even other Warrior subclasses in sheer physical nastiness. While other classes develop special abilities and practice arcane arts, Fighters concentrate on improving their fighting skills and developing their physical abilities as an ends unto itself.
Examples of Fighters in Fantasy Fiction range from Karl Culinane to Wulfgar son of Beornagar, King Arthur, and so on.
The following guidelines provide advice on how to take D&D Fighters and convert them into the HERO System.
Fighter Class Ability Considerations
ATTACKS PER ROUND
Some Characters and Monsters get more Attacks per Round than others in D&D 3e, and this bears special consideration when converting into the HERO System.
For starters, all Characters are going to get more "attacks per round" (or per six seconds to be more accurate) in the HERO System because the basic design of the combat system revolves around twelve second Turns in which all Characters make at least one action, and often many more than one.
However there are several mechanisms available to ensure that those that have a lot of Attacks in D&D 3e maintain their edge in melee nonetheless.
SPEED Figured Characteristic
The most direct method of increasing one's actions in the HERO System is to simply buy more SPEED. However since Fantasy HERO is a Heroic level game with Normal Characteristic Maxima in place this can get expensive once the Maxima has been hit. Due to the "force multiplying" effect of SPEED, many GM's will actively resist Character concepts pertaining to increasing it too far.
 But, if your GM is amenable, even a single point of SPEED over the Characteristic Maxima can give a definite edge in combat and should be considered.
MORE ATTACKS AS SPEED OVER NCM
Killing Machine: +1 SPD (Over Characteristic Maxima)
Real Cost: 20 points
Sweep
Sweep is an Optional Combat Maneuver which is accessible to all Characters for free if it is allowed at all. 
Sweep allows a Character to attack multiple opponents in HtH as long as they are within melee range, but at a stiff to hit penalty. To ensure superiority at it a Character could buy several +2 OCV Combat Skill Levels with Sweep.
MORE ATTACKS AS CSL's WITH SWEEP
Willow parted Four Times: +6 OCV with SWEEP {allows four strikes without penalty}
Real Cost: 12 points
NPA Autofire
Alternately, with your GM's permission, you can buy an Autofire Naked Power Advantage (NPA) usable with any weapon of up to a certain amount of Active Points.
This is a personal ability inherent to the Character, and it is usable with any weapon of the appropriate type. This will enable your Fighter to strike multiple times with each attack as described under Autofire. However few GM's would permit NPA's  taken to be applied to free Equipment; due to their overpowering efficiency.
If their use is common place then it likely balances out but if only a few characters have access to such abilties (such as the PC's for instance), it can be very unbalancing. Check with your GM prior to taking any NPA based ability to determine whether or not the GM allows them in their campaign.
MORE ATTACKS AS NPA AUTOFIRE
Flurry of Strikes: Naked Modifier, Autofire (3 shots; +1/4) for up to 4d6 HKA (15 Active Points); OIF (Sword of Opportunity, -1/2) Costs 1 END
Real Cost: 10 points
Signature Power
With your GM's permission you could buy a special Attack Power that allows your Character to do damage to more than one opponent at a time.
You can use variations on Area of Effect: Any Area with No Range to indicate an ability to accurately attack all the hexes adjacent to your character, for example.
This is a more expensive option, but it makes for interesting flavor for a given Character; also, don't forget the advantage of only needing to hit a hexes DCV of 3.
MORE ATTACKS AS SIGNATURE AOE POWER
Reaping the Whirlwind: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4), Area Of Effect (4" Any Area; +1) (67 Active Points); OIF (Sword of Opportunity; -1/2), All hexes must be adjacent to own hex (-1/2) Costs 7 END
Real Cost: 33 points
FEATS
A major Class ability of Fighters in D&D 3e is that they get extra Feats at various Class Levels, which enables Fighters to put together Feat Chains far more easily than Characters of most other Classes.
The Feat concept doesn't map exactly into the HERO System, but on the other hand if there is anything the HERO System does well its modeling exceptional abilities. Conversion are giving for most of the core D&D 3e Feats in the Feat Conversion document.
Provided below are some exceptional abilities which you also might like to consider for your Character to further distinguish them.
USEFUL FEAT LIKE ABILITIES
10 Melee Mastery: +3 HtH; OIF: Weapon of Opportunity (-1/2)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon 
2 Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1 1/2)
2 Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
2 Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Heavy Armor (-1/2)
5 Active Shield Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase
6 Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1)
7.5 Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less BODY, any weapon
10 Precision: Find Weakness 11-: One Attack (choose)
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
5 Fearless: +10 PRE; Defensive Use Only (-1)
5 Campaigner Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
5 Battle Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
5 Smart Recovery: +3 DCV; Only When Taking A Recovery In Combat (-2)
12 Fleet: +2" Run (8" Total) and Reduced Endurance (0 End, +1/2) on 8" of Running
4 Quick Shift: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
7 Heavy Armor Mastery: AF: Heavy Armor Proficiency and AF: Shield Proficiency and Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor
5 Medium Armor Mastery: AF: Medium Armor Proficiency and AF: Shield Proficiency and Penalty Skill Levels: +1 to Offset DCV and DEX Penalties of Heavy Armor
3 Light Armor Mastery: AF: Light Armor Proficiency and AF: Shield Proficiency
5 Stable Footing: Knockback Resistance -3" (6 Active Points); Nonpersistent (-1/4)
10 Projectile Immunity: Armor (15 PD/0 ED), Hardened (+1/4) (28 Active Points); OIF (Shield of Opportunity; -1/2), Activation Roll 14- (-1/2), Only vs. Projectiles Spear Size Or Smaller (-1/2), Costs Endurance (Only Costs END to Activate; -1/4); 3 END
25 Whirlwind Attack Mastery: +8 OCV with SWEEP {allows five strikes without penalty} and Rapid Attack (HtH) and Lightning Reflexes: +4 DEX to act first with Sweep
3 True Grit: Damage Resistance (5 PD/5 ED) (5 Active Points); Requires A CON Roll (-3/4)
5 Grin And Bear It: Armor (4 PD/2 ED) (9 Active Points); Requires A CON Roll (-3/4)
3 Stubborn: +5 Mental Defense; Side Effects, occurs automatically whenever Power is used (Costs 1d6 END When Used; -1/2)
10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack  (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use;
Note
: takes a Half Phase Action to "Reset Trigger"
20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use; 
Note
: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range the Character must attack them with whatever HKA based weapon they have drawn. If the Character does not have an HKA based weapon in hand already the ability does not work; the GM might allow an appropriate Fast Draw Roll at a -4 penalty to draw a weapon so that the Trigger can be used. If there are multiple eligible opponents the GM can decide which is attacked based upon events in play.
33 Opportunity Attacker: Killing Attack - Hand-To-Hand +2d6 (vs. PD), Reduced Endurance (0 END; +1/2), Trigger (Opponent Attempts To Move Around / Past Character, Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (75 Active Points); Requires A DEX Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -3/4), OIF (Weapon of Opportunity; -1/2)
Note: Trigger resets automatically after it is used; the character has no choice about using the ability -- if there is an opponent in HtH range that attempts to move past your Character, your Character must attack them with whatever HKA based weapon they have drawn. If the Character does not have an HKA based weapon in hand already the ability does not work; the GM might allow an appropriate Fast Draw Roll at a -4 penalty to draw a weapon so that the Trigger can be used.
WEAPON SPECIALIZATION

A feature unique to the Fighter (at least originally), the ability to "specialize" in weapons and gain to-hit and damage bonuses with them was a significant advantage in terms of the sheer punishment that a Fighter could dish out with their chosen weapon in hand. Fortunately, there are endless variations on how to accomplish this in the HERO System.

Combat Skill Levels

Simply buying CSL's with your attacks goes a long way towards covering Weapon Specialization. Don't forget that CSL's can also be converted into extra damage as well.

WEAPON SPECIALIZATION AS CSL's
Specialized:
+4 OCV with {Weapon}
+4 HtH; Only to Convert to Damage when using  {Weapon} (-2)
Real Cost: 15 points

Weapon Art

You can buy a custom Martial Art style for your Character's weapon of choice, granting you interesting attack options and some secondary benefits that are difficult to match.

Consider the Fencer example given for Martial Arts for ideas on how to do this for a given weapon, and consult the Ultimate Martial Artist by HERO Games for more details on custom arts and maneuvers. Additionally the Fighter (Bladesman) and Fighter (Swashbuckler) Packages provided on this site make heavy use of Weapon Arts.
The following Weapon Art serves as a basic example:
WEAPON SPECIALIZATION AS WEAPON ART
Hack & Slash Weapon Art (Weapon Based)
5 Hack & Slash 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5 Back & Slash 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 Parry 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Blade Bind 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
4 Escape Bind var Phase, +0 OCV, +0 DCV, +15 STR to escape Bind
4 Slash-back 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block
4 Ward off 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
0 Weapon Element Weapon of Choice
2 PS: Weapon Master  
2 KS:  Hack & Slash Style  
Real Cost: 38 points

 Power Treatment

Another very viable way to depict mastery of a weapon is to buy one or more Powers, typically based on Hand Killing Attack (HKA), with the Limitation OIF: {Weapon} of Opportunity.
The Variable SFX Advantage can also be applied to allow the Character to use the attack Power with any type of weapon.
WEAPON SPECIALIZATION AS CUSTOM POWER
Sword Master: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Autofire (3 shots; +1/4), Reduced Endurance 0 END (+1) (67 Active Points); OIF (Sword of Opportunity, -1/2)
Real Cost: 45 points
 Naked Power Advantages (NPA)
Alternately, with GM Permission, you can avoid the upfront cost of a HKA or Ranged Killing Attack (RKA) Power and simply buy Naked Power Advantages. A Fighter that could apply Armor Piercing, Autofire x3, or Penetrating to their attacks would be deadly indeed.
This approach is much cheaper, and some GM's (including myself) might restrict or deny use of this sort of ability.
WEAPON SPECIALIZATION AS NPA OPTIONS
Flurry of Strikes: Naked Modifier, Autofire (3 shots; +1/4) on up to 4d6 Killing Damage (15 Active Points); OIF (Sword of Opportunity, -1/2) Costs 1 END
Real Cost: 10 points
Punishing Strike: Naked Modifier, Penetrating +1/2 on up to 4d6 Killing Damage (30 Active Points); OIF (Sword of Opportunity, -1/2) Costs 3 END
Real Cost: 20 points
Accurate Strike: Naked Modifier, Armor Piercing +1/2 on up to 4d6 Killing Damage (30 Active Points); OIF (Sword of Opportunity, -1/2) Costs 3 END
Real Cost: 20 points
Fighter Package Deals
A staple of many Fantasy settings, Fighters are skilled armsmen adept at the use of martial force.
Compared to other professions they emphasize personal skill and learned techniques backed up by physical conditioning. Fighters often rely on equipment, such as armor and well crafted weapons and can be significantly disadvantaged if deprived of such. Many also often call upon special skills and honed talent to pull off impressive physical feats.
Presented below are an assortment of Basic Packages, Extension Packages, and Composite Packages for your use.
BASIC PACKAGES
Heavy Foot Medium Foot Light Foot Savage Brawler
Behemoth        
EXTENSION PACKAGES
Mounted Fighting Winter Fighting Forest Fighting Mountain Fighting Maritime Fighting
Command Verbal Sparring Urban Survival Self Defense Guildmember
Deck Skills High Seas Skills      
COMPOSITE PACKAGES
Fighter (3e) Fighter (Armiger) Fighter (Bladesman) Fighter (Swashbuckler)
Light Cavalry Medium Cavalry Heavy Cavalry Cavalier
Scout Scrapper Archer Whirlwind of Death