ARMSMAN — FIGHTER

Salorras Path: Armsman · OSE class: Fighter The armsman is Salorras’s professional warrior — soldier, mercenary, duelist, guard, and weapon-master who wins through discipline, training, and sheer martial skill rather than magic. In OSE terms the armsman is the Fighter class, exactly as printed. The elite martial traditions an armsman may belong to (the Bronze Hoplite, Lawkeeper, Marshal, Warlord, Tamer of Horrors, Fury) are separate Paragon classes, chosen at character creation with the order’s initiation woven into the character’s background.
This file is a self-contained OSE reference. Mechanics follow the standard Old-School Essentials Fighter; only the framing is Salorras-specific.
Class Overview
Requirements: None Prime requisite: STR Hit Dice: 1d8 Maximum level: 14 Armour: Any, including shields Weapons: Any Languages: Alignment, Colloquial
Armsmen are adventurers trained in warfare and combat. They fill the ranks of the Arma Legions and the Bronze Regiment, stand watch on the walls of Braora’s border keeps, guard the caravans of the Free Cities of South, and hire their blades wherever coin and cause call. In a company of adventurers, the armsman’s role is to stand between danger and the rest — battling entities, holding the line, and defending the less martial members of the party.
A prime requisite of STR 13–15 grants +5% to experience earned; STR 16–18 grants +10%. (Low Strength penalizes experience per the standard prime-requisite rules: STR 3–5 −20%, STR 6–8 −10%.)
The Armsman (Fighter)
| Level | XP | Hit Dice (1d8) | THAC0 | D | W | P | B | S |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,000 | 2d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 3 | 4,000 | 3d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 4 | 8,000 | 4d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 5 | 16,000 | 5d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 6 | 32,000 | 6d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 7 | 64,000 | 7d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 8 | 120,000 | 8d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 9 | 240,000 | 9d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 10 | 360,000 | 9d8+2* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 11 | 480,000 | 9d8+4* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 12 | 600,000 | 9d8+6* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 13 | 720,000 | 9d8+8* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
| 14 | 840,000 | 9d8+10* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
* Modifiers from CON no longer apply. — Saving throws: D Death/Poison · W Wands · P Paralysis/Petrify · B Breath Attacks · S Spells/Rods/Staves.
Class Abilities
Combat. Armsmen can use all types of weapons and armour, including shields.
Stronghold. Any time an armsman has sufficient money, they may build a castle or stronghold and control the surrounding lands.
After Reaching 9th Level. An armsman may be granted a title of nobility in the manner of their homeland — a barony in Braora, a war-hold among the clans of Gorndarat, a captaincy-in-perpetuity in the Free Cities of South. The land under the armsman’s control is then known as a barony (or its local equivalent), attracting soldiers, retainers, and petitioners to their banner.
Paragon Classes (the armsman’s elite traditions)
The martial Paragons of Salorras are standalone OSE classes; a player who wants one plays it from 1st level, the order’s initiation part of the character’s story:
- Bronze Hoplite — the disciplined shield-and-spear master of the Bronze Regiment, peerless in formation and the surgical killing blow.
- Lawkeeper — the immovable defensive bulwark of the Axes of Law, sworn to Thoraldor’s order.
- Marshal — the battlefield commander whose presence steels and directs allies.
- Warlord — the ancestor-bound smiter of the Tabaat (Warlords of Ancestry) of Anseri.
- Tamer of Horrors — the beast-bonded armsman of the Druids of Horrors, carrying the pagan blessing and trained in wild and rough terrain.
- Fury — the iron-veined ragebound warrior whose untaught wrath channels the Iron Thread itself.