Masters of Combat and Tactics
The Fighter is a person who trusts the grip of steel, the curve of a bow, and the heft of an axe over skulduggery or fanciful magical tricks. A fighter spends most of their time practicing their chosen combative disciplines so that they might better dispatch a foe or guard a charge, trusting in their own ability above all others. A healthy dose of aggressiveness, a cunning wit, and strong limbs are the warrior's best friends. A truly dangerous veteran of war knows that mastering all three of these aspects can take a lifetime. Unlike most classes, the requirements to be a fighter are very few. An individual can have no practical set of talents, motivation or physical traits, but they may still learn if they can find someone willing to teach. Of course, those who pursue this path without being keenly aware of what is expected of a true warrior may quickly find themselves missing an extremity or worse.
Perhaps the most common path for most adventurers, it is usually chosen for a simple reason: a great Fighter is a valued ally among comrades. They are generally tougher, stronger, more courageous in battle, and can be counted on to hold the front lines of a confrontation, chopping down foes while simultaneously keeping them at bay and allowing their allies to rain devastation from behind.
Fighter motivations for the adventuring life range widely from person to person. Some seek fame, others fortune; many seek both. Others simply lust for combat, always seeking stronger opponents on which to test their skills; on the darker side of the same coin, some enjoy inflicting pain and suffering on the weak, preferring to abuse their finely honed skills for no other reason than to listen to the screams of their victims. Being so widely varied in their methodologies and practices, warriors often cross paths on the open road. Either by happenstance or on purpose, they may throw themselves into combat against each other for no other reason then they see a challenge in each other that must be overcome.
History and Culture
Warriors are considered to be among the oldest professions in the world. When time began they started as hunters, and as the needs of the mortal races expanded, so did the role of the Fighter. Now fighters can be found in any society, serving as military, bodyguards, mercenaries, bounty hunters, warlords, bandits, pirates, and adventurers. The applications for a Fighter in a world steeped in turmoil and magic are nearly endless.
Fighters have little culture of their own, other than a loose code of honor that the majority tend to share with each other. Fighters tend to adapt their philosophies on life to whatever suits them best, or, in the case of being hired on to a particular area in some fashion, try to at least live peaceably with other people. There are of course many such warriors who could care less about fitting in or behaving honorably; they create their own society wherever they go, often by pillaging and taking what they want. Those who follow may adopt their views, and those who don't are free to find a blade through the heart.
Fighters do not have a particular disposition towards behaving a certain way based on their profession. Alignment for a warrior is more of a personal choice and has little bearing on why they chose to master the art of combat. That being said, it is usually the alignment of a Fighter that fuels their desire to improve their skills, as mastery of the blade can allow one to accomplish great things.Goodly warriors often seek to protect others or serve a noble cause, often becoming knights. Neutral warriors generally don't care what purpose they serve as long as it fuels their own goals, which can range anywhere from acquiring wealth or status, or to upholding the law. An evil Fighter usually wishes to conquer or take from others, seeing the world as a buffet of violence, avarice, or lust. Regardless of the path they choose, the only thing that really matters to a Fighter at the end of the day is their own strength and skill, for it is those attributes that brought them to that point, and it is those same qualities that will allow them to go even further.
- 1st level, ½ point in Ranged, ½ point in Melee, and ½ point in Fortitude.
- 2nd level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 3rd level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 5th level, ½ point Fortitude and ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 6th level, ½ point in Reflex and ½ point in Will.
- 7th level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 9th level, ½ point in Fortitude.
- 10th level, ½ point in Melee Weapon Attacks and ½ point in Range Weapon Attacks.
- 11th level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.
When your character earns a Class Specialty, you may choose one from the following list.