Class Summary
Prime Requisite: STR Requirements: None Hit Dice: 1d8 Maximum Level: 14
Fighter
Core class — see Classes for the full list.
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, Leadership, Manual of Arms, Military Strategy, Mounted Combat, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Swashbuckling, Unarmed Fighting, Weapon Finesse, Weapon Focus
Fighter Templates
Templates
3d6 Template Proficiencies Starting Equipment 3 – 4 Thug Combat Ferocity
IntimidationShort 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
EnduranceLong 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
SeafaringShort 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 Spec. (Weapon & Shield)
Siege EngineeringMilitary-issue spear and short sword, steel shield re-painted many times, slightly battered banded plate armor, armiger’s tunic and pants, embossed belt, high boots, backpack, laborer’s tools, mess kit, flask of military oil, tinderbox, waterskin, 1 week’s iron rations, 20gp (enc. 10 st) 13 – 14 Gladiator Weapon Focus (swords and daggers)
Romance2 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 2Military-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 StrategyComposite 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.