This is an Excert from the Players Handbook.
Ability Requirements: Strength 9
Prime Requisite: Strength
Allowed Races: All
The principal attribute of a fighter is Strength. To become a fighter, a character must have a minimum Strength score of 9. A good Dexterity rating is highly desirable.
A fighter who has a Strength score (his prime requisite) of 16 or more gains a 10% bonus to the experience points he earns.
Also, high Strength gives the fighter a better chance to hit an opponent and enables him to cause more damage.
The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighter from legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad. History is crowded with great generals and warriors: El Cid, Hannibal, Alexander the Great, Charlemagne, Spartacus, Richard the Lionheart, and Belisarius. Your fighter could be modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters.
Fighters can have any alignment: good or evil, lawful or chaotic, or neutral.
As a master of weapons, the fighter is the only character able to have weapon specialization (explained in Chapter 5). Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in a weapon; the choice is up to the player. No other character class--not even ranger or paladin--is allowed weapon specialization.
While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
When a fighter attains 9th level (becomes a "Lord"), he can automatically attract men-at-arms. These soldiers, having heard of the fighter, come for the chance to gain fame, adventure, and cash. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. To attract the men, the fighter must have a castle or stronghold and sizeable manor lands around it. As he claims and rules this land, soldiers journey to his domain, thereby increasing his power. Furthermore, the fighter can tax and develop these lands, gaining a steady income from them. Your DM has information about gaining and running a barony.
In addition to regular men-at-arms, the 9th-level fighter also attracts an elite bodyguard (his "household guards"). Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers. In return, they expect better treatment and more pay than the common soldier receives. Although the elite unit can be chosen randomly, it is better to ask your DM what unit your fighter attracts. This allows him to choose a troop consistent with the campaign.
Table 16: Fighter's Followers
Roll percentile dice on each of the following subtables of Table 16: once for the leader of the troops, once for troops, and once for a bodyguard (household guards) unit.
Roll Leader (and suggested magical items)
01-40 5th-level fighter, plate mail, shield, battle axe +2
41-75 6th-level fighter, plate mail, shield +1, spear +1, dagger +1
76-95 6th-level fighter, plate mail +1, shield, spear +1, dagger +1, plus 3rd-level
fighter, splint mail, shield, crossbow of distance
96-99 7th-level fighter, plate mail +1, shield +1, broad sword +2, heavy war horse with
horseshoes of speed
00 DM's Option
Roll Troops/Followers (all 0th-level)
01-50 20 cavalry with ring mail, shield, 3 javelins, long sword, hand axe; 100 infantry
with scale mail, polearm*, club
51-75 20 infantry with splint mail, morning star, hand axe; 60 infantry with leather
armor, pike, short sword.
76-90 40 infantry with chain mail, heavy crossbow, short sword; 20 infantry with chain
mail, light crossbow, military fork
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, headhunters, armed peasants, extra-heavy cavalry, etc.)
*Player selects type.
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 1st-level elven 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 berserkers: 2nd-level fighters with leather armor, shield, battle axe, broad
sword, dagger (berserkers receive +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, if using that optional rule)
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.)
The DM may design other tables that are more appropriate to his campaign. Check with your DM upon reaching 9th level.
A fighter can hold property, including a castle or stronghold, long before he reaches 9th level. However, it is only when he reaches this level that his name is so widely known that he attracts the loyalty of other warriors.