Fighter
Core class — see Classes for the full list.
| Prime Requisite: | STR |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d8 |
| Maximum Level: | 14 |
Fighters are experts in the arts of combat and war. In the Sairan empire, they might have learned their arts as legionaries or cataphracts in the Imperial Army, gladiators battling for glory in the arena, raiders from the surrounding lands, or sell-swords in the games of the noble houses.
Fighter Level Progression
| Experience | Title | Level | Hit Dice | Damage Bonus |
|---|---|---|---|---|
| 0 | Man-at-Arms | 1 | 1d8 | +1 |
| 2,000 | Warrior | 2 | 2d8 | +1 |
| 4,000 | Swordmaster | 3 | 3d8 | +2 |
| 8,000 | Hero | 4 | 4d8 | +2 |
| 16,000 | Exemplar | 5 | 5d8 | +2 |
| 32,000 | Myrmidon | 6 | 6d8 | +3 |
| 65,000 | Champion | 7 | 7d8 | +3 |
| 130,000 | Epic Hero | 8 | 8d8 | +3 |
| 250,000 | Warlord | 9 | 9d8 | +4 |
| 370,000 | Warlord, 10th lvl | 10 | 9d8 + 2* | +4 |
| 490,000 | Warlord, 11th lvl | 11 | 9d8 + 4* | +4 |
| 610,000 | Warlord, 12th lvl | 12 | 9d8 + 6* | +5 |
| 730,000 | Warlord, 13th lvl | 13 | 9d8 + 8* | +5 |
| 850,000 | Overlord | 14 | 9d8 + 10* | +5 |
Fighter Saving Throws and Attack Bonus
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1 | 13+ | 14+ | 15+ | 16+ | 17+ | +0 |
| 2-3 | 12+ | 13+ | 14+ | 15+ | 16+ | +1 |
| 4 | 11+ | 12+ | 13+ | 14+ | 15+ | +2 |
| 5-6 | 10+ | 11+ | 12+ | 13+ | 14+ | +3 |
| 7 | 9+ | 10+ | 11+ | 12+ | 13+ | +4 |
| 8-9 | 8+ | 9+ | 10+ | 11+ | 12+ | +5 |
| 10 | 7+ | 8+ | 9+ | 10+ | 11+ | +6 |
| 11-12 | 6+ | 7+ | 8+ | 9+ | 10+ | +7 |
| 13 | 5+ | 6+ | 7+ | 8+ | 9+ | +8 |
| 14 | 4+ | 5+ | 6+ | 7+ | 8+ | +9 |
Combat Characteristics
As their name suggests, fighters are exceptionally skilled combatants. No other human class is as broadly trained in the arts of combat.
Combat Proficiencies: Fighters have weapon proficiency with all weapons, armor proficiency with all armor, and fighting style proficiency with the dual weapon, two-handed weapon, and weapon and shield styles.
Combat Progression: Fighters advance in attack throws and saving throws by two points every three levels. They increase their base damage roll from successful missile and melee weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe up to once per round per class level.
Starting Class Powers
Manual of Arms: The fighter is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) in formed and loose units. He can begin play as a member of a legion, mercenary’s guild, or other military organization. (This class power is equivalent to one rank of the Manual of Arms proficiency.)
Additional Class Powers
When they advance in level, fighters gain the following additional class powers:
Battlefield Prowess (5th): The fighter’s presence inspires the troops he leads. Any henchmen and mercenaries hired by the fighter gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the fighter’s Charisma or proficiencies.
Castle (9th): By acquiring a castle or fort worth at least 15,000gp, the fighter can attract followers to his service. 5d6 x 10 0th level troops and 1d6 fighters of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the castle. If the fighter already has a castle, the followers arrive to serve him within 1d3 months of him reaching 9th level. The fighter must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. In time, the fighter might become a great lord, commanding armies to conquer vast realms. Additional rules for castles are detailed in Campaigns.
Class Proficiencies
Proficiency Progression: At 1st level, fighters gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.
Fighter Proficiency List: Acrobatics, Alertness, Berserkergang, Blind Fighting, Combat Ferocity, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder, wrestling), Command, Dungeonbashing Expertise, Fighting Style Specialization, Intimidation, Leadership, Manual of Arms, Military Strategy, Mounted Combat, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Swashbuckling, Unarmed Fighting, Weapon Finesse, Weapon Focus
Fighter Templates
| 3d6 | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Thug | Intimidation Streetwise | Short bow, quiver with 20 arrows, morning star, scarred leather armor, wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, (enc. 4 4/6 st) |
| 5 – 6 | Ravager | Berserkergang Endurance | Long bearded axe, francisca, chain mail armor, thick wool cloak, wool tunic and pants, leather belt, low boots, belt pouch, small sack, waterskin, 1 week’s iron rations (enc. 6 4/6 st) |
| 7 – 8 | Corsair | Swashbuckling Seafaring | Short bow, quiver with 20 arrows, scimitar, 2 well-balanced daggers with boot-sheathes, leather armor, colorful tunic and pants, silk girdle, leather duelist’s gloves, high boots, small sack, 50’ rope, grappling hook, waterskin, 1 week’s iron rations, 4gp (enc. 5 3/6 st) |
| 9 – 10 | Auxiliary | Skirmishing Labor (construction) | 3 javelins, short sword, wooden shield, chain mail armor, armiger’s tunic and pants, embossed belt, high boots, backpack, laborer’s tools, mess kit, flask of military oil, tinderbox, 1 week’s iron rations, 10gp, (enc. 8 3/6 st) |
| 11 – 12 | Legionary | [[Fighting Style Specialization | Fighting Style Spec.]] (Weapon & Shield) Siege Engineering |
| 13 – 14 | Gladiator | Weapon Focus (swords and daggers) Romance | 2 swords, heavy arena armor, plumed heavy helmet with visor and crest, armiger’s tunic and pants, sandals, small sack, amphora of oil (for polishing body), 1 week’s iron rations, 38gp in arena winnings (enc. 6 st) |
| 15 – 16 | Signifer | Command Manual of Arms 2 | Military-issue spear and sword, steel shield bearing Imperial seal, banded plate armor, banner flag, armiger’s tunic and pants, low boots, short gloves, backpack, mess kit, tinderbox, waterskin, 1 week’s iron rations, 57gp in back pay (enc. 9 5/6 st, or 8 5/6 st without banner) |
| 17 – 18 | Cataphract | Mounted Combat Military Strategy | Composite bow, quiver with 20 arrows, polished sword, steel shield bearing noble house’s crest, lamellar armor, armiger’s tunic and pants, high boots, medium riding horse, riding saddle and tack, saddlebag, waterskin, 1 week’s iron rations, 2gp (enc. 7 2/6 st with rations on horse) |
Notes: The ravager’s long bearded axe is a type of great axe. The ravager’s francisca is a type of hand axe. The corsair’s scimitar is a type of short sword.