Level XP Hit Dice BAB Save 1 0 1d8+6 +1 16 2 1,500 2d8+6 +2 15 3 3,000 3d8+6 +2 15 4 6,000 4d8+6 +3 14 5 12,000 5d8+6 +4 14 6 24,000 6d8+6 +4 13 7 48,000 7d8+6 +5 13 8 90,000 8d8+6 +6 12 9 180,000 9d8+6 +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 start with a “hit point kicker” of 6 hp and gain 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.
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).
Cleave: When a fighter of 3rd level or higher deals enough damage in melee to make a target drop, he can take an immediate, extra attack with the same weapon against another creature within reach. This ability can be used once per round.
Weapon Specialization: At 6th level, the fighter gains a +1 bonus on attack rolls and +2 to damage with a selected weapon type (such as broad swords or battle axes, for example).
Stronghold: A fighter of 9th level or above can establish a stronghold and attract followers. The referee will provide guidelines for domain-level play.