Fighter

Fighter Progression

Level XP Hit Dice BAB Save
1 0 1d8 +1 16
2 1,500 2d8 +2 15
3 3,000 3d8 +2 15
4 6,000 4d8 +3 14
5 12,000 5d8 +4 14
6 24,000 6d8 +4 13
7 48,000 7d8 +5 13
8 90,000 8d8 +6 12
9 180,000 9d8 +6 12

Game Rule Information

Prime Requisite: A fighter’s prime requisite is Strength; a character must have a STR score of 9 or higher to become a fighter.

Alignment: A fighter may be of any alignment.

Hit Dice: Fighters receive 6 starting hp (plus CON modifier, if any). A fighter gains 1d8 hit points + CON mod per class level.

Combat Ability: A fighter has a good Base Attack Bonus progression. Fighters are proficient with all low-tech weapons, and with all armour and shields (including tower shields). Although fighters do not have magic spells or special skills, their armour and weapons can compensate.

Saving Throws: Fighters have relatively poor saving throws, but gain +2 on saves vs. poison and death effects.

Special Abilities

Weapon Familiarity: Because a fighter gains basic training in all weapon types, he suffers only one-half the usual Tech Level penalty when using high-tech weapons (-1 per Tech Level difference instead of -2).

Fighters also have reduced attack penalties with improvised weapons (-1 instead of -2).

Weapon Specialization: At 3rd, 6th, and 9th level, the fighter gains a +1 bonus to attack and damage rolls with a selected weapon with which he is proficient (such as long swords or battle axes, for example). The same weapon type can be selected multiple times, or different weapons can be chosen as desired.

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