Fighter

An adventurer that specializes in combat.

Hit Dice 1d10
Armor Any (including shields)
Weapons Any
Languages Alignment, Common

Core Features

Fighter Features
Level HD Atk Save
1 1d10 0 12
2 2d10 0 12
3 3d10 0 12
4 4d10 +2 10
5 5d10 +2 10
6 6d10 +2 10
7 7d10 +5 8
8 9d10 +5 8
9 9d10 +5 8
10 9d10+2 +7 6
11 9d10+4 +7 6
12 9d10+6 +7 6
13 9d10+8 +9 4
14 9d10+10 +9 4

Combat Expertise

Gain one at 2nd, 6th, 10th, and 14th level.

  1. Berserker: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2.
  2. Dual-Wielder: Gains Dual Wielding. If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon.
  3. Environmental Expert: Can either ignore any special restrictions on combat while in a specific environment (ex: underwater) or gains +1 to attack and damage rolls while in combat in that environment (ex: aerial, astral). The environment type (and resulting effect) must be determined when this expertise is selected.
  4. Hunter: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants). The type of foe must be chosen when this expertise is selected.
  5. Leader: Mercenaries or retainers under command and within 60’ gain a +1 bonus to morale and loyalty checks. All allies within 60’ get +1 bonus to saves against fear effects.
  6. Specialist: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one. The type of weapon must be chosen when this expertise is selected.
  7. Tank: While in melee with an adjacent foe, if that foe tries to attack anyone else, that attack gets –2.

Stronghold

Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded.

  • Once established, attracts 5d4 x 10 apprentice fighters (level 1–2).