The principal attribute of a fighter is Strength. To become a fighter, a character must have a minimum Strength of 9 and a Constitution of 7 or greater. A good Dexterity rating is also highly desirable.
If a fighter has Strength above 15, he or she adds 10% to experience points awarded by the Dungeon Master.
Also, high Strength gives the fighter a better chance to hit an opponent and causes an increased amount of damage.
Fighters have a ten-sided die (d10) for determination of their hit points per level. The only class of characters which is entitled to [Constitution] bonuses above +2 per hit die is fighters (including the fighter sub-classes paladins and rangers).
No other class of character (save the paladin and ranger subclasses of fighters) is so strong in this regard. Fighters are the strongest of characters in regards to sheer physical strength, and they are the best at hand-to-hand combat.
Exceptional Strength. Fighters with an 18 Strength are entitled to roll percentile dice in order to generate a random number between 01 and 00 (100) to determine Exceptional Strength; Exceptional Strength increases hit probability and damage done when attacking, and it also increases the weight the character is able to carry without penalty for encumbrance, as well as increasing the character’s ability to force open doors and similar portals.
Any sort of armor or weapon is usable by fighters.
Fighters may be of any alignment—Good or Evil, Lawful or Chaotic, or Neutral.
Although fighters do not have magic spells to use, their armor and weapons can compensate.
They have the most advantageous combat table and generally have good saving throw possibilities as well. (1)
Fighters can employ many magical items, including potions; “protection” scrolls; many rings; a few wands; one rod; many other magic items; and all forms of armor, shields and weapons.
Prime Requisite. Strength (16+ adds a 10% experience bonus)
Minimum Ability Scores. Strength (9), Constitution (7)
Hit Dice. d10; Maximum 9d10
Alignment. Any
Player Character Races. Human (U), Dwarf (base 7th), Elf (base 5th), Gnome (base 5th), Half-elf (base 6th), Halfling (base 4th), Half-orc (10th)
Armor. Any
Shield. Any
Initial Weapon Proficiencies. 4*
Non-proficiency Penalty. -2
Added Weapon Proficiencies. 1 per 3 levels above the 1st (4th, 7th, 10th, 13th, 16th, 19th, etc.)
Weapons Allowed. Any
Use of Poison. ? (per DM)
Multiple Attacks per Round. Fighters able to strike more than once during a round (with any thrusting or striking weapon) will attack once before opponents not able to do so, regardless of initiative, but if fighter and fighter melee, initiative tells.
Example. A 12th level fighter is allowed attack routines twice in every odd numbered melee round, for example. and this moves up to three per round if a haste spell is cast upon the fighter. Damage from successful attacks is assessed when the "to hit" score is made and damage de-termined, the creature so taking damage having to survive it in order to follow its attack routine.
Additional Note Regarding Fighter Number of Attacks Per Round. This excludes melee combat with monsters of less than one hit die (d8) and non-exceptional (0-level) humans and semi-humans, i.e. all creatures with less than one eight-sided hit die. All of these creatures entitle a fighter to attack once for each of his or her experience levels.
When a fighter attains 9th level (Lord), he or she may opt to establish a freehold. This is done by building some type of castle and clearing the area in a radius of 20 to 50 miles around the stronghold, making it free from all sorts of hostile creatures. Whenever such a freehold is established and cleared, the fighter will:
Automatically attract a body of men-at-arms led by an above average fighter. These men will serve as mercenaries so long as the fighter maintains his or her freehold and pays the men-at-arms; and,
Collect a monthly revenue of 7 silver pieces for each and every inhabitant of the freehold due to trade, tariffs, and taxes.
Roll once for leader type, once for troops/followers (all are 0-level men-at-arms).
The bulk of the people met on an adventure in an inhabited area—whether city, town, village, or along the roads through the countryside, will be average folk, with no profession as adventurers know it, and no special abilities for clericism, magic, thievery, or even fighting. They are simply typical, normal people. These folk are considered “zero-level” persons and use the fighter attack matrix and saving throws. The bulk of men-at-arms, guards and/or militia are zero-level. Note that only humans or halflings that have no class level are considered zero-level. Other races without class levels are considered differently. See Non-Player Characters.