Fighter
A master of pure martial discipline, turning any weapon into an extension of will through training and battlefield experience.
The Fighter is a master of pure martial discipline, turning any weapon into an extension of will through training and the hard schooling of the battlefield. No pact, no spell, no spirit - only the craft, honed until reflex becomes art.
One Fighter becomes an unbreakable wall, controlling the flow of battle through positioning and the patient art of holding ground. Another wields weapons most soldiers cannot lift; another commands whole sections of the field with a single, perfectly placed shot.
- STR
- d8
- AGI
- d6
- RES
- d8
- FCS
- d6
- INT
- d4
- Core Attributes
- STR · RES
- Innate Skills
- athletics, history_military, intimidation/survival
- Innate School
- None
- Armor
- Medium · Heavy
Starting EquipmentCommon melee weapon and shield. Medium or heavy armor. Minor health potion.
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Combat Recovery
TalentUse a Full Action to recuperate lost Health and Will. You recover Health equal to your Resolve Bonus and Will equal to 2 times your Focus Bonus. Usable once per Rest.
Not retreat. Recalibration.
Fighting Stance
Talent15 SPYour movement speed is halved but you gain an additional Bonus Action at the start of your turn. Lasts until cancelled as a Bonus Action on your turn or if Stance is changed.
Less ground covered. More ground held.
Precise Strike
AbilityL224 SPYou may spend a Bonus Action when making an Attack to increase damage equal to double your level. Additionally, if the Hit Roll exceeds a score of 22 the Attack strikes critically.
Anyone can swing hard. Fewer know exactly where to swing.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | — | STR 5 · RES 5 |
| 3 | STR Up | STR 6 · RES 6 |
| 4 | — | STR 8 · RES 6 |
| 5 | RES Up | STR 10 · RES 8 |
| 6 | Free Up | STR 10 · RES 10 |
| 7 | AGI Up | STR 13 · RES 10 |
| 8 | — | STR 14 · RES 13 |
| 9 | Free Up | STR 15 · RES 15 |
| 10 | Free Up | STR 18 · RES 16 |
Specializations
Frontline
13An unbreakable wall who controls battle flow through positioning, discipline, and the art of holding ground.
Great Arms
11Wields weapons most soldiers cannot lift, blending raw power with surprising grace into a destructive art form.
Marksman
21Controls entire sections of the battlefield through patience, precision, and a single perfectly placed shot.
General Class Picks
Picks available to every Fighter, before a specialization is chosen.
Level 1
Combat Recovery
Use a Full Action to recuperate lost Health and Will. You recover Health equal to your Resolve Bonus and Will equal to 2 times your Focus Bonus. Usable once per Rest.
Details →Fighting Stance
Your movement speed is halved but you gain an additional Bonus Action at the start of your turn. Lasts until cancelled as a Bonus Action on your turn or if Stance is changed.
Details →Shields Up! I
Increase your shield's Block Rating by 1 / 2 / 3. Requires level 1 / 2 / 3.
Details →Quick Strike
Use a Bonus Action to make a melee attack against a target within your reach. Add ½ your STR Bonus to Damage instead of regular bonus.
Details →Level 2
Precise Strike
You may spend a Bonus Action when making an Attack to increase damage equal to double your level. Additionally, if the Hit Roll exceeds a score of 22 the Attack strikes critically.
Details →Shields Up! II
Requires: Pick: Shields Up! I
Increase your shield's Block Rating by 1 / 2 / 3. Requires level 1 / 2 / 3.
Details →Hulking Armor II
Requires: Pick: Hulking Armor I
While wearing Heavy Armor, your Defense Rating increases by 1 / 2 / 3.
Details →Ranger Prowess
Add STR Bonus to Thrown Range and double STR Bonus to Ranged Attack range.
Details →Full Steam
Use 1 Action to move up to your Current Speed + STR Bonus, ending your movement in a straight line of at least 5m facing an enemy. Make a Melee Attack after movement. The attack deals additional STR Bonus damage. Usable once per Combat.
Details →Gushing Wounds I
Your Piercing and Slashing Attacks gain Bleed (1 / 2). Requires level 6 for second tier.
Details →Combat Focus
Once per combat before making an attack declare using Combat Focus. On hit add RES bonus to damage and recover WP equal to your RES bonus.
Details →Battle Flow
After successfully defending against an attack, gain ½ Action on your next turn. The action must be used for Movement and as your first Action that turn. You do not provoke Reactions with that Movement Action.
Details →Level 3
Shields Up! III
Requires: Pick: Shields Up! I, Shields Up! II
Increase your shield's Block Rating by 1 / 2 / 3. Requires level 1 / 2 / 3.
Details →Hulking Armor III
Requires: Pick: Hulking Armor I, Hulking Armor II
While wearing Heavy Armor, your Defense Rating increases by 1 / 2 / 3.
Details →First to Strike
WP Cost of first Action you use each combat is returned after resolving that Action.
Details →Disarming Block
As part of a Block Action you may use an additional Bonus Action to force the enemy to Roll a STR Save against your Defense Rating. On a fail the weapon they used for the attack is Disarmed.
Details →Level 4
Tactical Retreat
Use a ½ Action to Disengage from Melee Combat, retreating AGI bonus meters away from the enemies. If you are Encircled, you can choose which way you Disengage, even through enemy space.
Details →Battle-Hardened
As a Free Action, you may Heal RES Roll + Bonus HP once per rest.
Details →Battle Stance
As a Free Action, you brace yourself for Combat. While active, you gain an additional primary die to your attack rolls. Use one for hit and one for damage. You also gain Physical Resistance (1). The stance lasts for 5 rounds or until you change stance.
Details →Level 6
Gushing Wounds II
Requires: Pick: Gushing Wounds I
Your Piercing and Slashing Attacks gain Bleed (1 / 2). Requires level 6 for second tier.
Details →Press the Advantage
When any Basic Attack or Ability you use reduces a target to 0 HP, you may immediately make one Basic Attack against a different target within range.
Details →Exploit Opening
When an enemy within your melee reach fails an attack against you, you may make a Basic Attack against them. This attack uses your current FCS degradation sequence.
Details →Iron Constitution
Once per Rest, when you fail a RES Save, you may reroll it and take the new result. Additionally, whenever you would lose Rating on a Condition other than Exhausted, Fatigued, or Dying, roll a D10. On a 10, lose 1 additional Rating on that Condition.
Details →Battle Rhythm
Your FCS degradation sequence shifts forward by one step - your second attack retains full FCS bonus, and your third attack uses half FCS bonus instead of none.
Details →Level 8
Final Form
Choose one attribute: STR, AGI or RES. Increase your bonus cap in that attribute by 2 and immediately gain 1 bonus in that attribute. These additional bonuses cannot exceed the new cap.
Details →Combat Cadence
When a creature within 5m dies and you participated in taking it down, roll your FCS die and recover WP equal to the result. The second death this combat recovers half the roll instead. Third and further deaths return no WP.
Details →Combat Instinct
Once per combat, you may Quicken one Basic Attack or Class Ability. A Basic Attack costs a Bonus Action instead of a ½ Action. A ½ Action Ability costs a Bonus Action. A 1 Action Ability costs a ½ Action. A 1½ Action Ability costs 1 Action.
Details →