Fighter
A warrior class.
Requirements
Advancement
Fighter experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d10 |
| 2 | 2,000 | 2d10 |
| 3 | 4,000 | 3d10 |
| 4 | 8,000 | 4d10 |
| 5 | 16,000 | 5d10 |
| 6 | 32,000 | 6d10 |
| 7 | 64,000 | 7d10 |
| 8 | 125,000 | 8d10 |
| 9 | 250,000 | 9d10 |
| 10 | 500,000 | 9d10+3 |
| 11 | 750,000 | 9d10+6 |
| 12 | 1,000,000 | 9d10+9 |
| 13 | 1,250,000 | 9d10+12 |
| 14 | 1,500,000 | 9d10+15 |
| 15 | 1,750,000 | 9d10+18 |
| 16 | 2,000,000 | 9d10+21 |
| 17 | 2,250,000 | 9d10+24 |
| 18 | 2,500,000 | 9d10+27 |
| 19 | 2,750,000 | 9d10+30 |
| 20 | 3,000,000 | 9d10+33 |
Combat
Fighter THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 19 |
| 3 | 18 |
| 4 | 17 |
| 5 | 16 |
| 6 | 15 |
| 7 | 14 |
| 8 | 13 |
| 9 | 12 |
| 10 | 11 |
| 11 | 10 |
| 12 | 9 |
| 13 | 8 |
| 14 | 7 |
| 15 | 6 |
| 16 | 5 |
| 17 | 4 |
| 18 | 3 |
| 19 | 2 |
| 20 | 1 |
Fighter saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 14 | 16 | 15 | 17 | 17 |
| 2 | 14 | 16 | 15 | 17 | 17 |
| 3 | 13 | 15 | 14 | 16 | 16 |
| 4 | 13 | 15 | 14 | 16 | 16 |
| 5 | 11 | 13 | 12 | 13 | 14 |
| 6 | 11 | 13 | 12 | 13 | 14 |
| 7 | 10 | 12 | 11 | 12 | 13 |
| 8 | 10 | 12 | 11 | 12 | 13 |
| 9 | 8 | 10 | 9 | 9 | 11 |
| 10 | 8 | 10 | 9 | 9 | 11 |
| 11 | 7 | 9 | 8 | 8 | 10 |
| 12 | 7 | 9 | 8 | 8 | 10 |
| 13 | 5 | 7 | 6 | 5 | 8 |
| 14 | 5 | 7 | 6 | 5 | 8 |
| 15 | 4 | 6 | 5 | 4 | 7 |
| 16 | 4 | 6 | 5 | 4 | 7 |
| 17 | 3 | 5 | 4 | 4 | 6 |
| 18 | 3 | 5 | 4 | 4 | 6 |
| 19 | 3 | 5 | 4 | 4 | 6 |
| 20 | 3 | 5 | 4 | 4 | 6 |
Kits
Amazon
Women warriors from a society where women hold the martial and leadership roles; famous riders and horse-breeders.
Benefits
- Commands respect among her own people; treated as a defender of her civilization.
Hindrances
- In male-dominated outer-world cultures she is regarded with suspicion and discomfort until she proves herself.
Barbarian
A warrior from a primitive or tribal culture, hardy and imposing, uneasy with civilization.
Benefits
- Sheer and animal magnetism: +3 in certain situations.
Hindrances
- Intimidating presence backfires: on a reaction roll of 14 or more, an additional -3 (more negative).
Beast-Rider
A warrior of a tribe that rides unusual beasts into battle, bonded to a special mount.
Benefits
- Bonded from the start to one declared type of unusual mount, with Animal Training and Riding for that animal; an exceptional mounted warrior whose bond and mount are central to the .
Hindrances
- Identity and effectiveness are tied to mount and tribe; losing the mount or fighting far from its terrain is a serious setback.
Berserker
A warrior who works himself into a battle-frenzy, fighting with reckless, fearless fury.
Benefits
- +3 reaction bonus from of any tribe that also has Berserkers.
- Go Berserk: takes a full (10 ) to enter. While Berserk: +1 to attack, +3 to , and +5 .
- While Berserk, immune to KO results and takes only half from bare-handed Punching/Wrestling attacks.
- While Berserk, fear effects and the spells scare, emotion, hold person/monster, and confusion either fail or are resisted (fear/charm-type while berserk).
Hindrances
- -3 reaction from all (except fellow-berserker tribes).
- While Berserk: cannot use ranged weapons, cannot take cover from missiles, must keep attacking the nearest enemy until all are down, and the DM secretly tracks his hp (he feels no pain).
- While Berserk, may on an ally who seems to attack him (1d20 vs to recognize them), is unaffected by healing spells (bless, cure wounds, aid, heal, ) until he reverts, and the taunt spell automatically draws him to the taunter.
- On reverting: loses the 5 temp hp (can drop him to 0 or below), and collapses in exhaustion (as ray of enfeeblement, no ) for one per round spent Berserk.
Cavalier
A knightly warrior of noble bearing bound by a chivalric code, master of mounted combat.
Benefits
- +1 to hit with any lance from horseback at 1st , rising +1 every six levels (+2 at 7th, +3 at 13th).
- +1 to hit with one chosen sword type at 3rd , rising +1 every six levels (+2 at 9th, +3 at 15th).
- +1 to hit with horseman's mace, flail, or pick (choice) at 5th , rising similarly.
- Courageous and inspiring; to fear.
Hindrances
- Code of honor: cannot attack at range if he could instead charge into — no sniping with bow/crossbow, must meet foes face-to-face. (May make rare exceptions to an innocent, not to aid a friend fighting honorably.)
Gladiator
A trained arena fighter, showman and survivor, skilled with unusual weapons.
Benefits
- Free Weapon Specialization (does not cost any of his four starting weapon ), chosen from: bow, cestus, dagger, drusus, lasso, net, scimitar, short sword, spear, trident, or whip.
Hindrances
- Easily recognized as a gladiator wherever he goes, making secrecy hard and leaving a trail authorities can follow; promoters and managers constantly interfere in his life.
Myrmidon
A professional soldier or mercenary, disciplined and dependable in organized warfare.
Benefits
- The ultimate disciplined soldier: trained in military tactics and formation fighting; brings discipline and martial understanding (standing-army officer or mercenary).
Hindrances
- Rigid and contemptuous of undisciplined individualists, causing party friction; bound to his army or mercenary contract and chain of command.
Noble Warrior
A warrior of aristocratic birth, with the privileges and obligations of nobility.
Benefits
- +3 reaction from anyone of his own culture.
- Can demand shelter from anyone of lower social status in his nation; peers/higher will host him and up to (2 x his ) companions.
- In his own land, may administer low justice over commoners (judge minor matters).
- Starts with more gold than other (see Wealth).
Hindrances
- Sworn oath of to a greater noble: must answer his lord's call — accompany him to war, provide troops, even beggar his household for his lord's needs.
- Must live nobly: pays +10% per above base cost on all goods, equipment, and services (noble tastes).
Peasant Hero
A commoner risen to heroism — beloved by the people, scorned by the highborn.
Benefits
- In his home community he always has shelter and aid: people hide him and allies from the law, supply food/drink and what weapons they can (usually daggers), and provide eager 0- youth helpers.
Hindrances
- His people come to him for help; if he refuses them, he takes a -2 reaction from all peasants in the land until he regains his home community's good graces.
Pirate/Outlaw
A sea-raider or bandit living outside the law, resourceful and unwelcome in lawful society.
Benefits
- No intrinsic mechanical benefits; the DM may grant campaign-based perks (e.g. a friendly pirate haven to fence goods, or a 'rightful cause' that restores fortunes if won).
Hindrances
- The law is always hunting them — recurring pursuit by clever authorities and distrust in lawful settlements.
Samurai
A disciplined warrior of a martial honor-society, bound to lord and bushido code.
Benefits
- Focus ki: once per day per , with a loud kia shout, raise to 18/00 for one full (all Strength-based rolls calculated as 18/00).
- Honor and standing within a martial society.
Hindrances
- Absolute devotion to his lord: must instantly obey every order, up to killing himself or loved ones. Refusing an order means dishonor (and is expected to commit seppuku, or become ronin).
- A ronin (a masterless/dishonored samurai) earns experience at HALF the normal rate until he regains a lord's service.
Savage
A warrior from an isolated, primitive culture — superb in the wild, lost in civilization.
Benefits
- Master of the wilds: superb survival, tracking, and at-home in untamed lands; hardy and self-sufficient.
Hindrances
- From an isolated primitive culture: unfamiliar with civilization, advanced equipment, money, and customs; suffers in social/technological situations.
Swashbuckler
A dashing, acrobatic duelist who fights with flair, charm, and over armor.
Benefits
- Rogue nonweapon cost him the normal number of slots, not double.
- In light or no armor (none, leather, or padded), gains a -2 bonus to .
- Romantic figure: +2 from of the opposite sex.
Hindrances
- Trouble seeks him out — duels, romantic entanglements, mistaken identities; the DM throws extra good-natured bad luck at him.
Wilderness Warrior
A self-reliant warrior of the frontier and wilds, at home where civilization ends.
Benefits
- Expert woodsman: tracking, foraging, stealth and survival in the wild; comfortable and effective in natural terrain.
Hindrances
- Less effective and less comfortable in urban/civilized settings; prefers the wilds.
Archer
A bow master, and everything else second.
Benefits
- Chooses one per combat: RAPID FIRE, giving a of 5/2 while moving or 3/1 standing still (the standing rate makes her an easier target); or TRICK SHOTS, +1 per 4 on called and trick shots, on top of specialization and .
- +1 with a bow she has owned and maintained for a month or more, and with keen arrows. Familiar equipment only.
Hindrances
- In she uses only long sword, short sword or dagger, and at -1 to hit. She may learn other weapons later but NEVER gains any to-hit bonus with them, which costs her the racial +1 with swords.
- Must keep her missile gear in top condition, and uses inferior gear only in mortal danger or where the mission demands it.
Windrider
Aerial cavalry, and the elven military elite.
Benefits
- A winged mount — griffon, hippogriff or pegasus — and enough of its species' speech to work with it.
- Mounted, the elven and human upper react at +2.
Hindrances
- Once the awe wears off, the lower — elven and human alike — react at -3.
- If the mount dies she keeps every hindrance and loses every benefit until she has earned another.
- The mount's welfare is a standing obligation. Failing to feed and shelter it loses the 's benefits.
Bladesinger
The elven war-dancer: one weapon, one song, one purpose.
Benefits
- +1 to hit AND +1 with her chosen weapon, stacking with the racial +1 for swords. This is a hard cap: no further training raises it.
- Offsets special-maneuver penalties by +1 per 4 . It cancels penalties and is never a bonus on an unpenalized roll.
- Casting while fencing: her AC improves by her divided by 2, plus 1, rounded down — against only, not rear attacks and not missiles. She may cast one-handed somatic spells at +2 to casting time; a hit still loses the spell as normal.
- From 3rd she may teach the , for a steep price.
Hindrances
- Sworn to advance elvendom and to aid any endangered elf at any cost. Wariness of illusions is allowed.
- One weapon, forever. She loses the racial +1 with bows, and every other weapon is at -1 to hit even when she is proficient — nonproficiency penalties stack on top if the slot is unspent.
- No weapon-group specialization.
War Wizard
A military strategist who happens to be a mage.
Benefits
- Battle plan: if she has surveyed and mapped the field and briefed everyone, her whole side gains +1 to attack for that battle — for each participant who passes a modified check. A participant who fails gains nothing and risks spoiling a neighbour's bonus.
- +1 to hit with her weapon of choice, cumulative.
- A large-scale offensive or defensive 'spell of choice' every 4 , mediated by the DM.
Huntsman
A bounty hunter, welcome nowhere and useful everywhere.
Benefits
- +10% to Silently AND to Hide in Shadows, in the city and in the wild alike, on top of and racial adjustments.
- Tracks at a reduced non-ranger penalty.
Hindrances
- Good-aligned folk react at -2.
- Hated in evil society whatever her own .
Infiltrator
A master scout who has worn too many other faces.
Benefits
- Passes as a tall dwarf or a short human at only -4, improving by +1 per 4 of her most XP-expensive . The improvement applies to the bonus only.
- +10% to two thief skills, picked once and for good.
Hindrances
- Identity erosion: her racial to sleep and charm drops 10% per , to a floor of 30% — which she reaches at 7th.
- Out of role she is beset by self-doubt about who she actually is.
Undead Slayer
One species of undead, and a life spent ending it.
Benefits
- Against her chosen undead species, prepared: +2 to hit and +2 .
- Traces a lair from signs and rumours to a general area, and hunts from there.
Hindrances
- Never declines a chance to destroy undead. Not a suicide charge, but the ultimate self-sacrifice is accepted.
- Sentient undead outrank mindless ones as targets.
- Cannot tolerate a sentient undead even when it is friendly or , and will plot against a good lich.
Breachgnome
The defensive line-holder of a gnome warren: trained to plug a breach and hold it, shoulder to stone.
Benefits
- Flank anchor: -1 AC with a solid object within 3 ft of one side, -2 with both sides anchored. A breachgnome fights on a 2-ft frontage, so walls 8 ft apart or less count as both. Cumulative with size and adjustments.
- Extra weapon at 1 per 2 , the first extra arriving at 3rd level.
Hindrances
- Cannot retreat from a battle he believes winnable until a check succeeds; the check may be retried each .
Goblinsticker
A vengeance hunter who has taken one enemy of gnomekind personally and made a career of it.
Benefits
- Declares a hated foe at 1st : +1 to hit AND +1 against it, in and with missiles. Stacks with the gnome's racial attack bonuses.
Hindrances
- A check is required to decline a battle with the hated foe. The DM may waive it where ambush discipline or similar clearly applies.
Stalker
The gnome who hunts what hunts gnomes, and is never where the noise came from.
Benefits
- +1 to hit AND +1 with missile weapons.
- Vanishes into underbrush outdoors as a halfling does, and freezes in place underground as a : 60% undetectable, or 80% for a svirfneblin stalker.
Hindrances
- No shield, and no metal armor of any kind — elven chain included.
Archer
The bow is the point; everything else is what happens if the bow fails.
Benefits
- Called shot: forgo , fire a single shot that and hold concentration unbroken, for +2 on that attack.
Hindrances
- One weapon may be used at normal . Every other melee weapon is permanently at -1 to hit, even one the archer has spent a slot on.
Forestwalker
A halfling who took to the deep woods and stopped coming back for market day.
Benefits
- Moves at full speed through tangled undergrowth.
- At normal speed in such terrain, moves silently automatically — no check.
- At a reduced speed, hides the party's tracks as it goes. The rate is a DM call.
Hindrances
- Leather armor at most, and often none at all.
- No metal weapon larger than an arrowhead, hatchet or knife.
- A loner: slow to hear news, and penalised on social graces. The size of the penalty is a DM call.
Homesteader
The halfling who goes out to the edge of the map and starts a village on it.
Benefits
- Founds a settlement: long-game wealth and standing, resolved in play.
Hindrances
- Self-reliant by necessity — no community support net to fall back on.
Mercenary
Sells the sword, and is quietly disapproved of at home for it.
Benefits
- At 2nd , two bonus weapon- that MUST be spent on a specialization.
- May specialize in a bow or other missile weapon for 2 slots rather than the usual 3.
Hindrances
- -2 reaction from halflings who know the trade he is in.
Sheriff
Keeps the peace in a place where the peace is mostly kept already.
Benefits
- +2 reaction from halfling who are aware of his rank.
Hindrances
- Duty on demand: the office can be called on at any time.
Squire
Bound to a warrior of another , and further from home than any halfling should be.
Benefits
- +2 reaction with members of the partner's .
- May advance 2 beyond the normal halfling warrior cap.
Hindrances
- A hearthless life on the road, and the loss of the partner is devastating.
Tunnelrat
Goes down where halflings do not go, and comes back seeing in the dark.
Benefits
- A tunnelrat who is not of Stout lineage develops at 10 ft per , to a maximum of 60 ft.
Hindrances
- -2 reaction from halfling , who consider the whole business crude or mad.
Cartographer
Maps everywhere he goes, and goes everywhere in order to map it.
Benefits
- Never lost: an check answers a question about direction. A failure means he knows that he does not know.
- OPTIONAL RULE (the source's own word): on a natural 20 he is confidently wrong instead. Off unless the optional rule phbr9-cartographer-confident-error is switched on.
Hindrances
- None to speak of — the source's own assessment.
Trader
The cart, the route, and everybody on it owing him a small favour.
Benefits
- News and market along his routes, and the wealth that follows from knowing both.
Hindrances
- Carries goods, and thieves know it.
Traveler
Walks, plays, and is welcome in the next village because of it.
Benefits
- +2 on all reaction rolls.
- A story told before battle acts as a bless spell on his friends — the attack and saving-throw bonuses.
- Playing continuously makes the party immune to song-based charm attacks, harpies included.
Hindrances
- Voluntary poverty and no home to return to.
Animal Master
Keeps the warren's beasts, and is trusted by them more than by his own kin.
Benefits
- Animal Training free and at +1, for a declared species; trains four animals at once instead of three.
Hindrances
- -2 reaction from other dwarves.
Axe For Hire
Sells the axe by the season and keeps the contract to the letter.
Benefits
- One free weapon specialization in a dwarf-associated hand or missile weapon.
- While under contract, the employer covers all upkeep.
Hindrances
- -3 reaction from dwarves outside a military context.
- Contract discipline binds: desertion ruins the reputation the is built on.
Clansdwarf
The clan is the whole world, and he is in good standing in it.
Benefits
- +3 reaction from his own clan, +2 from dwarves of other clans in the same craft.
- Guaranteed shelter from the clan.
Hindrances
- Dishonesty or shoddy work gets him outcast: -3 reaction once the news spreads, and readmission is arduous.
Hearth Guard
Stands between the young and the door, and has never once moved.
Benefits
- One free specialization among battle axe, spear and light crossbow: the is paid for, the specialization is free.
- +1 to hit and +1 while defending the stronghold.
- +2 to hit and +2 while defending dwarf young — the attacker must be directly threatening the young or the space they occupy.
Hindrances
- -3 reaction from the male-dominated societies of other .
Battlerager
Sings himself into a killing rage and gnaws his shield when he has to hold it back.
Benefits
- Killing rage: after a five- build-up, +1 to hit, +3 , 10 temporary and -1 AC, with a long immunity list and a +4 bonus on top of the dwarf's own. It runs until no enemy is left standing.
Hindrances
- The rage takes five to build before any of it applies, and only a check at the start of a round ends it early. A check at the trigger can hold it back for the encounter — the source names no or target number for that one, and none is invented here.
- While raging: current are hidden, the dwarf must attack the nearest target, cover gives no protection from missiles, a friend who interferes forces an check or becomes an enemy, a printed list of healing spells will not affect him, and any taunt against him succeeds automatically.
- When the rage ends every benefit goes with it, the 10 temporary included — and losing them can be fatal. The dwarf then fights at -1 to hit, -3 and +1 AC (worse) for as many as the rage itself lasted.
- A silence spell bears on the rage. How it applies is a DM call.
- -3 reaction from dwarves, who withdraw from him.
- -2 reaction from other .
Highborn
Born to it, and obliged to be seen paying for it.
Benefits
- +3 reaction from lawful dwarves.
- May demand food and shelter for himself and his retinue.
- Administers clan justice, subject to being overruled by a Highborn of higher status.
Hindrances
- Conspicuous consumption is mandatory: +10-25% on all goods and services, or the reaction bonus decays by 1 per lapse, to zero. Only lavish spending restores it.
Outcast
Put out of the clan, and quieter for it.
Benefits
- May buy ranger-grade Silently at creation for a permanent +10% , paid every .
Hindrances
- -3 reaction from all dwarves except other Outcasts and Wayfinders.
Rapid Response Rider
Rides where dwarves are not expected to arrive from.
Benefits
- Starts play with a fully-grown trained mount at 75% or more of its maximum , which obeys all commands.
Champion
The religion's sword arm, and the religion may have it back at any time.
Benefits
- Equipment and weapon- grants from the religion, including a blessed weapon. Your DM sets the specifics.
Hindrances
- May never refuse a fight that concerns his religion.
- Refusing a quest strips his specialization and the religion reclaims the blessed weapon.
Temple Guard
The temple is the post, and the post is not left.
Benefits
- +2 to hit, +2 and +2 on while defending the temple or holy ground.
Hindrances
- Chain of command: temple duty and assigned missions come first.
Vindicator
The rage, in a priest, aimed by doctrine.
Benefits
- All of the Battlerager's killing-rage benefits, on a warrior/priest chassis.
- Members of his own religion do not apply the Battlerager reaction penalty.
Hindrances
- The rage takes five to build before any of it applies, and only a check at the start of a round ends it early. A check at the trigger can hold it back for the encounter — the source names no or target number for that one, and none is invented here.
- While raging: current are hidden, the dwarf must attack the nearest target, cover gives no protection from missiles, a friend who interferes forces an check or becomes an enemy, a printed list of healing spells will not affect him, and any taunt against him succeeds automatically.
- When the rage ends every benefit goes with it, the 10 temporary included — and losing them can be fatal. The dwarf then fights at -1 to hit, -3 and +1 AC (worse) for as many as the rage itself lasted.
- A silence spell bears on the rage. How it applies is a DM call.
- No weapon specialization, ever.
- Cannot cast while enraged. Spells cast before the rage persist.
- -3 reaction from dwarves outside his own religion; -2 from other .
Ghetto Fighter
Learned to fight in a dwarf quarter of somebody else's city.
Benefits
- +1 to hit and +1 with a dagger or knife.
- Two-weapon fighting at 0/-2 rather than the standard penalties; a dagger or knife in the off hand keeps its +1.
- +5% Pick Pockets and Hide in Shadows.
Hindrances
- -3 reaction from local law enforcement.
- -5% Find/Remove Traps.
Trader
Buys low in the deep halls and sells high in the sun.
Benefits
- +1 to hit and +1 when defending his own goods or animals.
- +1 reaction from merchants — which becomes -2 if he is ever caught cheating.
Hindrances
- Caught cheating, the merchant reaction flips to -2.
Vermin Slayer
Hunts what nests in the deep tunnels, in the dark, at close quarters.
Benefits
- +5% Find/Remove Traps, Detect Noise and Silently.
- +1 to hit and +2 with one chosen hand weapon against Small creatures.
Hindrances
- -1 on in restricted tunnels.
- -10% Pick Pockets and -5% Read Languages.
- The dwarf's protection against large creatures is reduced: ogres and their kin attack a Vermin Slayer at only -4 reduced to -2.
Wayfinder
Finds the way between strongholds, and the words to use when he gets there.
Benefits
- +10% Hide in Shadows and Silently.
- Languages cost half a each.
Tribal Defender
A protector of home ground, versed equally in its terrain and its people.
Benefits
- Home-territory intimacy: +2 to interacting with the original territory and its inhabitants (the DM locates the territory).
Hindrances
- Unwelcome in the original territory; campaign-complication checks come up more often on return there.
Mine Rowdy
A tunnel brawler, ill at ease anywhere the sky is visible.
Benefits
- +1 to all die rolls when brawling (punching, wrestling, overbearing).
Hindrances
- Open spaces: -1 to attack when fighting under open sky, and all at -1 whenever not underground or enclosed.
Pit Fighter
A pit-arena professional, better at the show than at the kill.
Benefits
- A single-classed Pit Fighter gets a FREE weapon specialization in any weapon at creation.
- Any Pit Fighter may take further -weapon specializations after 1st with additional weapon-, may spend nonweapon slots on weapon proficiencies, and takes rogue-group proficiencies without the usual extra-slot cost.
Hindrances
- Trained to prolong a bout for the crowd: -2 to all rolls.
Sellsword
A blade for hire, trusted more by paymasters than by the people they pass through.
Benefits
- +2 to employer reaction rolls whenever fighters are being hired.
Hindrances
- -2 reaction from people.
- A party that includes a Sellsword takes -1 to its own reactions.
Shinobi Fighter
The clan's soldier: a fighter whose sword arm is the clan's, and who can get over a wall quietly when it needs to be done.
Benefits
- Silently, Hide in Shadows and Climb Walls at a base of 10% each, plus 10 discretionary points per .
- No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.
Hindrances
- Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .
Notes
- May specialize in a weapon (fighters only; see ).
- 9th- Lord: attracts if holding a stronghold (Table 16).