Fighters can select a wide range of weapons, wear any type of armor, and at higher levels, strike multiple times per round in melee. They have better hit points and the best chance to hit foes with attacks.
Primary Ability Scores. Strength (16+ adds a 10% experience bonus). A fighter that achieves an 18 Strength score will roll for Exceptional Strength.
Minimum Ability Scores. Strength (9), Constitution (7).
Hit Dice. d10; Maximum 9d10; Self-train (9th);
Hit Points. You start with 10 hit points adjusted for Constitution. Each level thereafter you gain 1d10 if you roll for hit points or you can gain 5.5 hit points without rolling. The 0.5 hit points will carry over. Hit Points after Maximum Hit Dice. Fighters gain 3 hit points plus any Constitution adjustment per level past 9th.
Alignment Restrictions. None.
Player Character Races. Human (U), dwarf (base 7th), elf (base 6th), gnome (base 6th), half-elf (base 9th), halfling (base 6th), half-orc (10th).
Armor and Shield. Any.
Weapon Proficiencies. Initial 4; Penalty -2; Additional at 4th, 7th, 10th, 13th, 16th, and 19th.
Available Weapon Proficiencies. Any.
Attack Table. Use the Fighter Attack Table.
Player characters always start at level 1.
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. They are simply typical, normal people. These folk are considered “zero-level” persons. 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 (and can be found in Vile Monsters). See Non-Player Characters.
Hit Points and Attacks. These are based on activity level: Sedentary: hp d3; -2 attack penalty; Active: hp d4+1; no penalty; Laborer: hp 1d6+1; no penalty;
SPECIAL ATTACKS: Disarm. [melee] (major, weapon speed)
All fighters, rangers, and paladins may use a set of common melee weapons to disarm their foes. These include daggers, maces, and swords (broad, long, or short). See Weapon Attributes and the Disarm attack.
SPECIAL ATTACKS: Whirlwind Attack. [melee] (declared; major, weapon speed)
Anytime a fighter, paladin, or ranger is in melee and wielding a weapon with proficiency, they may declare a whirlwind attack if they suspect they are in melee with foes that possess less than one full hit die. If your guess is correct and all foes within melee range are under 1 full hit die, you may take one attack per level targeting any foe within melee range.
SPECIAL DEFENSES: Defensive Stance. [complex]
Beginning at 4th level, a fighter becomes better than others at parrying blows. As part of a parry, you can use a melee weapon (proficiency is required) or shield when parrying any one attack (selected before the attack roll is made) and you gain a bonus to your AC equal to the better of:
The normal +2 bonus
Double your shield bonus (including magic bonuses), or
Your total attack bonuses with your melee weapon including magic and Strength.
SPECIAL DEFENSES: +2 vs. fear
Beginning at 5th level, a fighter will find it easier to shrug off the effects of fear.
At 5th level, you gain a +2 saving throw against any fear-based effect.
This bonus rises to +4 at 11th level.
SPECIAL ATTACKS: Multi-attack. (+number of iterative attacks) [multi-attack] (major, weapon speed)
Multi-attack is an ability that grants additional attack routines. Each additional attack routine is called an iterative attack. These bonus attacks are a powerful ability as they grant special initiative placement as well as the ability to target more than one foe per round with an attack.
Beginning at 7th level, you gain one iterative attack once every two rounds (beginning the first round multi-attack is used).
At 13th level, you have one iterative attack every round. For details see Multi-attack.
Multi-attack and Two-weapon fighting. For details see Two-weapon Fighting.
At 7th level, a fighter will gain a mentor or sponsor of noble status. You are given special status as a vassal and considered to operate as an extension of your liege under their heraldry. You will also represent your liege in certain events, wars, legal combat, or entertainment. This grants you certain rights in “civilized” lands, such as hospitality, trial by combat, weregild, and an understood ransom price.
A knight is paid a stipend for their service of at least 100 g.p. per month (per level if not adventuring) as well as access to common mundane armor and weapons. Upon becoming a knight, you are granted a warhorse (of the type desired) and 0-level squire.
This status comes with obligations to act on the wishes your liege and can be publicly revoked. Knights tend to make unique stylistic choices that serves to set them apart from other knights and increase their fame.
Knighthood may be delayed or dispensed with based upon the campaign (per the GM).
Beginning at 9th level, a fighter may construct a “freehold” or fortified castle/keep. In addition to the building of the structure, the surrounding land (approximately 20-50 miles) must be cleared of threats (hostiles or monsters and their dens). Once the structure is complete and the land cleared, you will begin to collect 7 s.p. per inhabitant per month through trade, tariffs, and taxes; In addition, you attract a troop of men-at-arms (assuming you pay them).
By 9th level, the fighter’s prowess and great deeds have caught the attention of the highest levels of the local government. The knight is raised into the ranks of nobility and granted lands (upon which, they may construct a freehold per above). You may design heraldry and choose their family name that will be inherited by your offspring going forward. You now hold allegiance directly to the governing body of the land (King, Council, etc.).
In addition to the benefits granted by knighthood, as a noble, you gain favorable trading rights, taxation benefits, and credit with local financial institutions. Nobles are commonly granted a larger voice in decisions of the realm.
Of course, nobility comes with a host of responsibilities. You are expected to attract and maintain certain levels of troops and train future knights. You must care for your people and manage your lands. You must participate in events of the realm. Lordship may be delayed or dispensed with based upon the campaign (per the GM).
Men-at-Arms
A lord that constructs a freehold will attract a troop of up to 120 men-at-arms of a type as desired as well as a troop leader.
Heavy infantry will be in armor (light 50%; medium 30%; heavy 20%), armed with melee weapons as desired; Light cavalry are equipped with light war horses, medium armor, and weapons as desired (up to a maximum of 30 individuals); Heavy cavalry are equipped with medium or heavy warhorses, heavy armor, and melee weapons as desired (up to a maximum of 20 individuals); Crossbowmen are equipped with medium armor, melee weapons and a type of crossbow as desired (not including hand crossbows). A captain will accompany these troops of levels 5-7 (d8; 1-4: 5th; 5-7: 6th; 8: 7th). The leader will have normal chances for magic items. You must pay living expenses for these troops:
SPECIAL DEFENSES: immune to fear effects.
At 17th level, a fighter becomes immune to fear-based effects.