Fighter
Ability Requirements :	Strength 9

Prime Requisite:		Strength

Allowed Races:		All

A Fighter with a score of 16 or more in strength gain a 10% bonus to his experience points.
A Fighter can have any alignment.
Fighters can use all warrior magical Items.
Fighters can use all weapons and armors/shields.
Fighters have a hit dice of d10, the thaco of a warrior, and the saving throws of warrior.
A Fighter who is unencombred and wearing no armors receive a dexterity 
		
bonus of +2 to his Armor Class.

Proficiency group crossovers: General, Warrior.

	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		#Level
4		3		-2		3		3

Fighters can use and specialize in all fighting styles.
Wealth Option : (5d4) x 10GP

# of Attack Per Round
Fighter
Level		# of Att/rnd
1-6	1/1
7-12	3/2
13+		2/1

Fighters have 35 character points to spend on abilities.

5		Hit Point Bonus(d12)[Skills & Powers]
5		Building[Skills & Powers]
10		Defense Bonus[Skills & Powers]
5/10		Followers(See below)[Skills & Powers]
5		Increased Movement(+1/4 rounded up)
5 		Leadership[Skills & Powers]
10		Magic Resistance[Skills & Powers]
10		Move Silently(See below)[See the Thief Section in Skills & Powers]
5		Bribe(See below)[See the Thief Section in Skills & Powers]
5		Climb Walls(See below)[See the Thief Section in Skills & Powers]
5		Detect Noise(See below)[See the Thief Section in Skills & Powers]
10		Escaping Bonds(See below)[See the Thief Section in Skills & Powers]
10		Find/Remove Traps(See below)[See the Thief Section in Skills & Powers]
5		Hide in Shadows(See below)[See the Thief Section in Skills & Powers]
10		Open Locks(See below)[See the Thief Section in Skills & Powers]
10		Pick Pockets(See Below)[See the Thief Section in Skills & Powers]
10		Tunnelling(See below)[See the Thief Section in Skills & Powers]
20		Multiple Specialization[Skills & Powers]
5		Poison Resistance[Skills & Powers]
5		Spell Resistance[Skills & Powers]
5		Combat Bonus(Monster thaco)
5		Supervisor[Skills & Powers]
5		War Machines[Skills & Powers]
15		Weapon Specialization[Skills & Powers]
5+		Nonweapon Proficiency Group Crossovers[See the Priest Section in Spell & Magic]
10+		Weapon Proficiency Group Crossovers(10 character points per new class)
3/5/10/15/20	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points, 1/2 level for 10 points, 1/level for 15 points, 3/2 even level (example, 1 at 2nd level, 2 at 4th level, 1 at 6th level, 2 at 8th level and so on) for 20 points
3/5		Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1		One Nonweapon Proficiency Bonus
2		One Weapon Proficiency Bonus

Restriction
5/10/15	Limited Armor(Medium, Light, None)
10/15/20	Limited Weapon Selection(Thief/Wizard/None)
5+		Limited Magical Item Use[Skills & Powers]
5/10/15	Reduced Hit Points(d8/d6/d4)
10/15/20	Reduce Combat Ability(Priest/Rogue/Wizard thaco)
15/20		Loose the Warrior Ability Bonus(See below)

	Loose the Warrior Ability Bonus: For a 15-point ability, the character wont receive the extra hit point form a high constitution, the number between (), and for a 20-point ability, the character wont be able to possess a strength score higher than 18, strength between 18/01 and 18/00 are prohibited to the character.

Fighter’s Followers
	Roll once in the three tables
Table 1: Leader of the Troops			Table 2: The Troops
Die	Leader(and suggested Magical		Die	
Roll	items)						Roll	Troops/Followers (all 0th-level)
01-40	5th-level fighter, plate mail,			01-50	20 cavalry with ring mail, 3
shield, battle axe +2					javelins, long sword,hand axe;
41-75	6th-level fighter, plate mail, shield			100 infantry with scale mail,
+1, spear +1, dagger +1				polearm, club
76-95	6th-level fighter, plate mail +1, 		51-75	20 infantry with splint mail, 
shield, spear +1, dagger +1, plus 			morning star, hand axe; 60
3rd level fighter, splint mail,				infantry with leather armor, 
shield, crossbow of distance				pike, short sword
96-99	7th-level fighter, plate mail +1,		76-90	40 infantry with chain mail,
shield +1, broad sword +2,				heavy crossbow, short sword,
	heavy war horse with horse horseshoes		20 infantry with chain mail, 
os speed						light crossbow, military fork
00	DM’s Option					91-99	10 cavalry with banded mail, 
								shield, lance, bastard sword,
								mace; 20 cavalry with scale 									mail, shield, lance,long sword,
								mace; 30 cavalry with studded								leather armor, shield, lance,
								long sword
00	DM’s Option (Barbarians,
Head-hunters, armed peasants,
Extra-heavy cavalry, etc.)

Table 3: Bodyguard(household guards)
Die
Roll	Elite Units
01-10 	10 mounted knights: 1st-level fighters with field plate, large shield, lance, broad 
sword, morning star, and heavy war horse with full barding
11-20	10 2nd/1st-level fighter/mages with chain mail, long sword, long bow, dagger
21-30	15 wardens: 1st-level rangers with scale mail, shield, long sword, spear, long bow
31-40	20 berserker: 2nd-level fighters with leather armor, shield, battle axe, broad sword, 
dagger (berserkers reveive +1 bonus to attack and damage rolls)
41-65	20 expert archers: 1st-level fighters with studded leather armor, long bows or 
crossbows (+2 to hit, or bow specialization)
66-99	30 infantry; 1st-level fighters with plate mail, body shield, spear, short sword
00	DM’s Option (pegasi cavalry, eagle riders, demihumans, siege train, etc.)

Thieving Skill: To determine a Fighter’s % chance in a thieving skill that he has
bought as a class ability,  see below:
			Find/
Fighter	Pick 	Open	Remove	Move	Hide In	  Detect	Climb				
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Tunnelling
1	15	10	5	10	5	  15	60	15
2	20	15	10	15	10	  20	65	20
3	25	20	15	20	15	  25	70	25
4	30	25	20	25	20	  30	75	30
5	35	30	25	30	25	  35	80	35
6	40	35	30	35	30	  40	85	40
7	45	40	35	40	35	  45	90	45
8	50	45	40	45	40	  50	95	50
9	55	50	45	50	45	  55	99	55
10	60	55	50	55	50	  60	99	60
11	65	60	55	60	55	  65	99	65
12	70	65	60	65	60	  70	99	70
13	75	70	65	70	65	  75	99	75
14	80	75	70	75	70	  80	99	80
15	85	80	75	80	75	  85	99	85
16	90	85	80	85	80	  90	99	90
17	95	90	85	90	85	  95	99	95
18	99	95	90	95	90	  99	99	99
19	99	99	95	99	95	  99	99	99
20	99	99	99	99	99	  99	99	99

Cleric	Escape	
Level	Bonds	
1	10	
2	15	
3	20	
4	25	
5	30	
6	35	
7	40	
8	45	
9	50	
10	55	
11	60	
12	65	
13	70	
14	75	
15	80	
16	85	
17	90	
18	95	
19	99	
20	99