Paths of the Fighter

Starting at 4th level a Fighter may begin to specialise and hone their skills in a variety of directions, or they may opt to stay as a generic “Fighter”.
The options open are:
* Generic Fighter – all rounder
* Berserker – Uncontrolled	aggression
* Spellbreaker – Anti spell	casting abilities
* Guardsman – Improved defence and	perception
* Bowmaster – Missile weapon	specialist
Training in any of these options requires tuition, generally only available at formal “Knights Guilds”, but individuals may be able to provide training in one specific path. Training generally costs around 30gp. Should the Fighter achieve 6th level, without any specialisation then he has lost the opportunity.
(There are other paths, but these need to be discovered)
==Generic Fighter==
All normal Fighter rules apply, the Fighter will gain +1 Dex, +1 Str or +1 Con (player choice) at 5th level and every 3 levels thereafter.
==Berserker==
The Berseker enters a rage whenever he is involved in hand to hand combat, in a rage he will continue to fight until he manages to calm down (check 1/rnd, 20%+Lvl+Wis chance). If no enemies are available then the berserker will attack neutrals and allies.
Whilst in a rage the Berserker gains the following:
* +1 on all saving throws
* -10% on all damage taken (rising	to 15% at 7th lvl and 20% at 14th lvl)
* +5 AC (i.e. easier to hit)
* +4 to hit/+4 damage all attacks
* +20% temporary hp (may result in	Beserker dying when he comes out of rage)
* Only hand to hand attacks allowed
Berserker gains +1 Str, +1 Con or +1 Wis at 5th level and every 3 levels thereafter.
Berserker will not benefit from a shield whilst in hand to hand combat.
Clarrification from Darrell 20/4/18: Kicking off berserk,,,,,,, well you have some control over it (i.e. can enter the state at will).....but it will also sometimes kick off of its own accord if your are in h2h combat. You choose when to try and exit......
==Spellbreaker==
Specialising in disruption of enemy spellcasting (Arcane or Clerical).
In combat (h2h or ranged) with a nominated (nominate once per turn) spellcaster the Spellbreaker has chance of disrupting any spellcasting attempt (even if the spellbreaker has lost initiative or is slowed). This chance is:
* 50% base
* Plus 1%/lvl of spellbreaker
* Plus 2%/Dex of spellbreaker
* Plus 1%/point of damage inflicted	by spellbreaker this round
* Minus 1%/lvl of spellcaster
* Minus 1%/Dex of spellcaster
Spellbreaking chance is halved for ranged combat.
The Spellbreaker gets +1 saves vs. all magic
The Spellbreaker does not get the multiple attack bonuses due at 7th and 14th level to a normal fighter.
Spellbreaker gains +1 Dex, +1 Wis or +1 Con at 5th level and every 3 levels thereafter.
==Guardsman==
As it says, the fighter specialises in defending and guarding.
The Guardsman gains +1 hp/lvl, +2 on all saves and -1 AC per 5 levels.
The Guardsman gains Hear Noise as a Thief of the same level.
The Guardsman is only surprised 50% of the time.
The Guardsman does not get the multiple attack bonuses due at 7th and 14th level to a normal fighter.
Guardsman gains +1 Str, +1 Dex or +1 Wis at 5th level and every 3 levels thereafter.
==Bowmaster==
Specialising in the use of missile weapons, at the cost of weaker defence and melee capabilities.
The Bowmaster gains Strength bonuses to missile damage
The Bowmaster can select one specific missile weapon to specialise in at 5th Lvl, from then on they gain +1 to hit and +1 damage per 5 levels (round down) and +1 attack/rnd with that weapon.
The Bowmaster does not get the multiple attack bonuses due at 7th and 14th level to a normal fighter.
Whilst engaging in missile combat the Bowmaster becomes focussed on his targets, as such he loses all Dexterity bonuses to saves and armour class.
Bowmaster gains +1 Str, +1 Dex or +1 Cha at 5th level and every 3 levels thereafter.