Ability Requirements:  Strength 9
Prime Requisite:  Strength
Allowed Races:  All

Fighters are allowed to use any weapon.  They can wear any type of armor.  Fighters get 1d10 hit points per level and gain a special Constitution bonus for hit points.  Fighters gain one 10-sided hit die per level from 1st through 9th.  After 9th level, fighters gain just 3 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.




Hit Dice (d10)



2     2,000 2
3     4,000 3
4     8,000 4
5    16,000 5
6    32,000 6
7    64,000 7
8   125,000 8
9   250,000 9
10   500,000 9+3
11   750,000 9+6
12 1,000,000 9+9
13 1,250,000 9+12
14 1,500,000 9+15
15 1,750,000 9+18
16 2,000,000 9+21
17 2,250,000 9+24
18 2,500,000 9+27
19 2,750,000 9+30
20 3,000,000 9+33

Fighters gain the ability to make more than one melee attack per round as they rise in level.  The table below shows how many melee attacks they can make per round, as function of their levels.  (Note:  Weapon specialization may increase this.)


Fighter Level


1-6 1 / round
7-12     3 / 2 rounds
13 & up 2 / round

Fighters can be of any alignment:  Good or evil, lawful or chaotic, or neutral.

As a master of weapons, the fighter is the only class able to have weapon specialization.  Weapon specialization 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 weapons; the choice is up to the player.  By devoting two weapon proficiency slots to a particular weapon, the fighter can gain a +1 bonus to hit and +2 to damage when using that weapon.  If a fighter specializes in a bow or crossbow, they gain an additional range category:  Point blank.  Point blank range for bows is 6-30 feet.  Point blank for crossbows is 6-60 feet.  At point blank range, the character gains a +2 to hit.  This can only be used if the character has an arrow nocked and drawn (or a bolt loaded and cocked) and has his target in sight before any initiative rolls are made.

Fighters who specialize also gain extra attacks per round earlier than those who don't.  The table below shows the attacks per round by fighters who specialize.  Note that Bow specialists do not gain any additional attacks per round.


Fighter Level Melee Weapon Light Crossbow Heavy Crossbow Thrown Dagger Thrown Dart Other (non-bow) missiles
1-6 3/2 1/1 1/2 3/1 4/1 3/2
7-12 2/1 3/2 1/1 4/1 5/1 2/1
13+ 5/2 2/1 3/2 5/1 6/1 5/2

While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons and shields.

When a fighter attains 9th level, he can automatically attract men-at-arms.  These soldiers, having heard of the fighter, come for the chance to gain fame, adventure, and cash.  They are loyal as long as they are well-treated, successful, and paid well.  Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny.  To attract the men, the fighter must have a castle or stronghold and sizeable manor lands around it.  As he claims and rules this land, soldiers journey to his domain, thereby increasing his power.  Furthermore, the fighter can tax and develop these lands, gaining a steady income from them.

In addition to regular men-at-arms, the 9th level fighter also attracts an elite bodyguard (his 'household guards').  Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers.  In return, they expect better treatment and more pay than the common solider receives.

A fighter can hold property, including a castle or stronghold, long before he reaches 9th level.  However, it is only when he reaches this level that his name is so widely known that he attracts the loyalty of other warriors.

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