Class Description: Fighters are human characters who have been trained in the art of combat. They range from noble chevaliers and daring swashbucklers to brutal thugs and grizzled mercenaries.

In an adventuring party, fighters form the main front line, holding off the enemy and protecting the more vulnerable party members.

Equipment Restrictions: Fighters can wear any armour or shield, and can use any weapon.

Fighter Abilities (See Table 4-5)

Hit Points: Fighters gain 1d8 hit points per level of experience until 9th level. They add their Con bonus to each of these rolls. After 9th level, fighters gain 2 hit points per level and do not add additional Con bonuses (but do retain the bonuses to previous rolls).

Base Attack Bonus: A fighter’s attack bonus is based on their level. See Chapter 10: Combat for details of how this translates into to-hit numbers for different armour classes.

Skills: A fighter starts with 4 skill points plus extra points equal to their Int bonus. These points can be used on the same skill or different skills. Fighters gain more skill points as they rise in level. See Chapter 5: Skills for the list of available skills.

Weapon Feats: Fighters start with four weapon feats, which must be spent immediately on basic proficiency with four different weapons. See Chapter 6: Weapon Feats for a description of how weapon feats work. Fighters gain more weapon feats as they rise in level, but these weapon feats can not be spent immediately upon gaining the level. See Chapter 11: Gaining Experience for further details.

Saving Throws: Fighters make saving throws using the target difficulties listed on table 4-5.

Table 4-5: Fighter abilities by level

Saving Throws
LevelExperienceHit DiceBase Attack BonusSkillsWeapon FeatsDeath Ray / PoisonMagic WandsParalysis / PetrifyBreath WeaponRod / Staff / SpellSpecial Abilities
92400009d86677891011Smash / Parry
126000009d8+6868678910Multiple Attacks (2)
2420400009d8+301691145556Multiple Attacks (3)
3634800009d8+5423121522222Multiple Attacks (4)

Smash: At 9th level, a fighter gains the ability to make smash attacks in melee. At the beginning of the round, the fighter’s player declares that their character is making a smash attack. The fighter automatically loses initiative, and takes a –5 penalty to their attack roll for the attack. However, if the attack hits then the fighter gets to add their strength score to the damage done by the attack as well as their strength bonus. See Chapter 10: Combat for details of smash attacks.

Parry: At 9th level, a fighter can choose to use the parry action. The fighter’s player declares that their character is parrying at the beginning of the round before initiative is rolled. The fighter makes no attacks during the round (and therefore needs no initiative score), but all incoming attacks are made at a –4 penalty.

Multiple Attacks: At 12th level, a fighter is able to make two attacks per round against any creature that they are able to hit by rolling a 2+ on the attack roll (after modifiers). At 24th level, this rises to three attacks and at 36th level it rises to four attacks. See Chapter 10: Combat for details of multiple attacks.

Chivalric Vows

After reaching 9th level, a fighter who has received a title of nobility (knight or higher) might decide to take chivalric vows and dedicate themselves to a cause such as a church or a noble. Taking chivalric vows puts restrictions on the fighter’s behaviour but gives them extra abilities in exchange.

A fighter wishing to take chivalric vows must first find a suitable chivalric order with which they share an alignment, and then spend a month living with the order. At the end of this time, the fighter undertakes a night long vigil, and then becomes a chevalier. Once the fighter has qualified in this way, the order places them with a particular church or noble who is a supporter of the order. The fighter may or may not get a choice of liege, but betraying a liege is considered betrayal of the order and doing so strips the chevalier of all chivalric abilities and is also likely to incur the wrath of the order.

All chevaliers must obey a strict codeof- conduct, the exact details of which will vary from order to order but will usually involve a requirement to provide hospitality and/or sanctuary to fellow chevaliers of the same order.

Lawful chevaliers are often called paladins, and chaotic chevaliers are often called avengers, but this makes no difference to the game mechanics.

As a member of a chivalric order, the fighter gains the following benefits:

Detect Evil: The chevalier can cast a Detect Evil spell (as per the cleric spell of the same name) as often as they like. Casting this spell does take the fighter’s action for a round, so cannot be done at the same time as attacking.

Spells: Chevaliers with sufficient wisdom can cast cleric spells as if a cleric of one third the chevalier’s level. For example a 17th level chevalier can cast spells as if a 6th level cleric. All the normal rules and restrictions that apply to a cleric’s casting and preparation of spells also apply to the chevalier.

Turn Undead: Chevaliers can turn undead as if a cleric of one third the chevalier’s level. For example a 17th level chevalier can turn undead as if a 6th level cleric. All the normal rules and restrictions that apply to a cleric’s turning undead also apply to the chevalier.