The Complete Book of Humanoids[]
Characters with this proficiency employ an extremely unorthodox and unpredictable fighting style. Wild fighting is ferocious and deadly, without any grace or discipline. It is also extremely tiring, as part of its nature is that it focuses every bit of energy a character has into the attack.
The benefits are in the number of attacks the character gets and in the amount of damage attacks inflict. A wild-fighting character gets one more attack per round than normally entitled to. All damage rolls for attacks that hit receive a +3 bonus.
However, when wild fighting, a character's attack rolls also are reduced by 3. Also the attacker's armor class is penalized by 3, making it easier to hit him.
To use wild fighting, a character must make a successful proficiency check at the start of combat. A failure means that the character receives only the penalties of the proficiency and none of the benefits.
Wild fighting can only be used twice per day, as it is extremely tiring. After a battle ends, the wild fighter must rest for one hour before he can again call on the proficiency. Resting means doing nothing but resting or engaging in light travel (riding a slow-moving horse, etc.). If the character must walk, he cannot use the proficiency until four hours have passed. Without this rest, a tired character suffers a -3 penalty to all proficiency checks, a -5 to armor class, a -5 to THAC0, and a -3 from damage rolls. These penalties are in effect until the full resting period has elapsed.
The Complete Barbarian's Handbook[]
A character with this proficiency has the ability to whip himself into an attack frenzy, employing a fierce fighting style devoid of discipline.
To use wild fighting, the character must make a proficiency check just before combat ensues. If the check succeeds, he receives the following benefits and penalties:
- He may make one more attack per round beyond his normal limit.
- He receives +3 to all damage rolls.
- His Armor Class is penalized by 3 (to a limit of AC 10).
- His attack rolls are penalized by 3.
If the check fails, the character receives both of the penalties but neither of the benefits.
Regardless of whether the check succeeds or fails, the character receives the proficiency effects for the duration of the battle or for one hour, whichever comes first.
After the battle ends (or an hour expires), the character must rest for an hour before he can use the proficiency again. while he rests, the character may take no actions other than light travel (such as riding a slow-moving horse). If he must walk, he can't use the proficiency until four hours pass. If he neglects to rest, he suffers the following penalties:
- A -3 penalty to all proficiency checks.
- A -5 penalty to his Armor Class.
- A -5 penalty to his THAC0.
- 1 extra point of damage from all successful enemy hits.
The penalties remain in effect until the character rests for the indicated period.
Crossover Group: General.
- Note: CBarbH Table 29 lists Group as Warrior, not General.