The Fighter is a warrior, trained in battle and in the use of armor and weapons. Your character might be a ferocious Viking raider, a roaming samurai, or a medieval knight. Because they are the best equipped of all the character classes to dish out and absorb damage, Fighters often end up on the front lines, going toe-to-toe with dragons, goblins, and evil cultists. If you are the party’s Fighter, the down-and-dirty work is up to you.
Weapon and Armor
Fighters are trained in warfare and, as such, have no restrictions on the kind of weapons or armor they can use.
Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round.
The fighter gains additional attacks per round against all opponents by gaining levels. See the advancement table below for details.
A fighter may designate a favored weapon type, such as long sword. The character enjoys an additional +1 Base Attack Modifier with that particular weapon. This benefit increases by an additional +1 at 6th, 11th and 16th levels
Fighters (and Fighter subclasses) may use their Base Attack Modifier to defend against attacks from a particular opponent. They may shift some or all of the modifier away from their attack rolls and apply the bonus to Armor Class against a specific foe.
- The fighter must be armed and capable of parrying the attack.
- The referee may deem certain attacks or opponents impossible to parry. Incorporeal or very large opponents are examples of foes that would be difficult, at the least, to parry.
- The player must declare intent to parry and designate a target when actions are declared. The bonus remains until actions are declared again next round.
- The bonus may be further split between multiple foes
Fighters (and Fighter subclasses) may use their Base Attack Modifier to strike a more powerful blow during a single attack. They may shift some or all of the modifier away from their attack rolls and apply the bonus to damage with a particular weapon.
- The player must declare intent to power attack when actions are declared. The bonus remains until actions are declared again next round.
- Power attack may not be combined with parry in the same round.
Fighters receive a +2 bonus on saving throws vs. death and area affect saves
At ninth level, a Fighter who chooses to build a castle is considered to have reached the rank of “Baron” or “Baroness,” bestowed by the local ruler or monarch. The character may choose to attract a body of men-at-arms, who will swear their fealty as loyal followers.
Experience Bonus for Strength
Strength is the Prime Attribute for Fighters, which means that a Strength score of 13+ grants an additional 5% experience and Strength 16+ grants an additional 10%.