Fighter 2

Class GroupWarrior
Ability Score RequirementsStrength 9
Prime RequisiteStrength
Allowed Races
Alignment AllowedAll
 
The Fighter
LevelXP NeededHit Dice (d10)THAC0/BABMelee Attacks/RoundWeapon Proficiency Slots TotalNonweapon Proficiency Slots Total
10120/+01/round43
22,000219/+11/round43
34,000318/+21/round54
48,000417/+31/round54
516,000516/+41/round54
632,000615/+51/round65
764,000714/+63/2 rounds65
8125,000813/+73/2 rounds65
9250,000912/+83/2 rounds76
10500,0009+311/+93/2 rounds76
11750,0009+610/+103/2 rounds76
121,000,0009+99/+113/2 rounds87
131,250,0009+128/+122/round87
141,500,0009+157/+132/round87
151,750,0009+186/+142/round98
162,000,0009+215/+152/round98
172,250,0009+244/+162/round98
182,500,0009+273/+172/round109
192,750,0009+302/+182/round109
203,000,0009+331/+192/round109
 

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d10 + HP Adjustment per level
Hit Dice (Levels 10+): +3 HP per level

Starting Equipmrnt

Start with 5d4 x 10 gp to purchase starting equipment with. Can keep left over money. Using the Alternate Starting Wealthhouse rule, the fighter can instead begin play with 120 gp or the following pre-selected equipment:

Combat Proficiency

  • Can wear any armor.
  • Can use any weapon.
  • Can use potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Proficiencies

Non-Weapon Proficiencies

  • Starts at Level 1 with 3 Non-Weapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
  • Can choose a Non-Weapon Proficiency at normal cost in the General and Warrior categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at Level 1 with 4 Weapon Proficiency Slots
    • -2 Penalty to hit with weapons without proficiency
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
  • Can spend Weapon Proficiency Slots to choose a weapon from any category for allowed weapons
  • At Level 1, can spend an extra Weapon Proficiency Slot to become Skilled with a weapon the fighter is already proficient with.

Strongholds & Followers

At 9th level, automatically attract men-at-arms after gaining a castle or stronghold with sizable manor lands around it. The lands may be taxed or developed.
  • These followers are loyal as long as they are well-treated, successful, and paid well.
    • Abusive treatment or a disasterous campaign can lead to grumbling, desertion, and possibly mutiny.
The 9th-level fighter also attracts an elite bodyguard (his or her "household guards").
  • The elite bodyguard expects to be treated better than the men-at-arms.
The GM may roll on the tables below or choose the fighter's followers manually.

Saving Throws

Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
01618172019
1-21416151717
3-41315141616
5-61113121314
7-81012111213
9-108109911
11-12798810
13-1457658
15-1646547
17+35446
1Exlusing polymorph wand attacks.
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.