The fighter is a trained warrior, a soldier skilled in mass warfare. Every society maintains an army of fighters to protect itself from attack or to wage wars of plunder and annihilation against its neighbors. Fighters are both the commanders and soldiers in these armies, and at higher levels are experts in both individual and formation combat, leadership, and morale.

Base Class Statistics:

  • Ability Requirements: none
    • Literally anyone can learn to fight. Humans who wish to dual-class as Fighters must have scores of 14 or better in both Stamina and Muscle.
  • Alignments: Any
  • Experience Chart: Fighter
  • Hit Dice: d10
    • Maximum Hit Dice: 9d10
    • Additional Hit Points: +3 per level beyond 9th
  • Attack: Warrior
  • Saves:
    • Paralyzation/Poison/Death: as Warrior
    • Rods/Staves/Wands: as Warrior
    • Petrification/Polymorph: as Warrior
    • Breath Weapon: as Warrior
    • Spell: as Warrior
  • Proficiencies:
    • Weapons, Initial: 4
    • Weapons, Advancement: +1 per 3 levels
    • Non-Weapon, Initial: 3
    • Weapons, Advancement: +1 per 3 levels
    • Non-weapon Proficiency Groups: Martial, Pastoral, and Craft
  • Allowed Weapons: Any
  • Allowed Armor: Any

Class Features:

All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.

When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).

As a master of weapons, the fighter is the only character able to achieve Weapon Mastery. Weapon specialization and mastery enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in or master a weapon; the choice is up to the player.

A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.

A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.

A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.

A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.

As a fighter increases in experience levels, his reputation as a warrior and leader grows. As word spreads, less experienced warriors who are eager to fight for the same causes seek him out. These followers remain loyal to the fighter for as long as they are not mistreated and there are battles to be fought. A fighter need not have a stronghold to attract these confederates. Followers are always gained in a group of ten individuals, which is called a stand. All ten are of the same race and experience level and have the same equipment. A unit consists of some number (usually 2d10) of identical stands.

Once a fighter reaches 10th level, he attracts his first unit of followers. This first unit always consists of warriors of the same race and background as the fighter (that is, if the fighter is part of a barbarian tribe, so is his first unit of followers). The first unit consists of 2d4 stands (20-80 individuals). Roll 1d3 to determine the level of the unit. As the fighter gains each new level beyond the 10th, he attracts another unit of followers. Roll dice to determine the number of stands in the unit and the level of the followers. These subsequent followers may be of very different backgrounds than the fighter himself.

A fighter can’t avoid gaining followers. Desperate people constantly look for great commanders, warriors who will lead them. These are merely the automatic followers that a fighter gains. In the course of a campaign, a player who wishes to role-play such situations might raise huge armies or gain control of an entire tribe for his character.

Fighter’s Level Stands Attracted Stands’ Level Special†
10 2d4 1d3 0%
11 2d6 1d4 5%
12 2d6 1d4+1 10%
13 2d8 1d4+1 15%
14 2d8 2d3 20%
15 2d10 1d6+1 25%
16 2d10 2d4 30%
17 2d12 1d8+1 35%
18 2d12 1d8+1 40%
19 3d10 1d10+1 45%
20 3d10 3d4 50%

† Percent chance that the attracted unit is of an unusual nature (pegasus cavalry, unusual races, members of a warrior class other than fighter, etc.)


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