Fighter
Extensive training prepared you for battle and you demonstrate your skill at arms in every contest, every engagement. You can wield any weapon with skill and have the durability to keep fighting when lesser warriors would fall. As a fighter, you rely on weapons and attack options to overwhelm your foes.
ROLL | STR | AGI | INT | WILL |
1 | 12 | 11 | 9 | 11 |
2 | 13 | 9 | 10 | 11 |
3 | 12 | 10 | 10 | 11 |
4 | 11 | 12 | 10 | 10 |
5 | 13 | 10 | 10 | 10 |
6 | 12 | 12 | 9 | 10 |
Battle Training
D6 | TRAINING |
---|---|
1 | You learned everything about fighting from the battlefield. You’ve seen enough combat to know how to survive. |
2 | You studied at a military institution where you were schooled in various fighting techniques. |
3 | A master combatant oversaw your training and tested your mettle, day after day, until you finally defeated your teacher. |
4 | You withdrew to a monastery where combat training was a technique to clear your thoughts of all distractions. |
5 | You are a skilled hunter. You honed your fighting ability by tracking down and slaying beasts. |
6 | You served as a squire to a knight, holy warrior, or someone else of a similar standing. |
Level 1 Fighter
Natural Defense: 10, Health: 16
Languages: Common
Combat Training: You ignore the requirements for wearing armor and using weapons. You roll to attack with 1 boon. When you get a critical success on a roll to attack, you can roll the damage an additional time and use the highest total.
Combat Recovery: You can use an action, or a reaction when you are harmed, to heal half your damage total and impose 1 bane on rolls to attack you until the start of your next turn.
You can use this talent once. At level 5, you can use it twice. You regain the uses of this talent after you rest.
Level 2 Fighter
Health: +6, Bonus Damage: +1d6
Fighting Style: You favor a particular fighting style. Choose one of the following benefits.
- Armiger: Choose three weapons. When you attack with these weapons, you roll with 1 boon.
At level 5, when you get a success for an attack with a chosen weapon, you can choose to treat the success as a critical success. Once you use this aspect of the talent, you lose access to it (luck ends). - Battle Savant: When you use an attack option, you roll to attack with 1 boon.
At level 5, the number of boons increases to 2. - Brawler: You roll with 1 boon when you make an unarmed attack. You ignore the bane imposed from making unarmed strikes. Your unarmed strikes count as natural off-hand weapons with the Nimble trait that deal 1d6 damage.
At level 5, your unarmed strikes deal an extra 1d6 damage when you wield no other weapon. - Brute: Increase your Natural Defense by 1 and your Health score by 10.
At level 5, your Health score increases again by 10. - Close-Combat Fighter: You ignore the Light trait of melee weapons you wield.
At level 5, you roll to attack with 1 boon when you use a weapon that has the Light trait. - Combat Controller: When you successfully attack a creature in reach, you can choose to mark the target. The target remains marked until you use this talent again, you become stunned or unconscious, or the marked target becomes incapacitated. A creature you have marked rolls to attack targets other than you with 1 bane.
At level 5, when a creature you have marked makes an attack that does not include you as a target, you can use a reaction to attack that creature. - Crack Shot: You roll to attack with 1 boon when you attack with a ranged weapon. Also, you can use ranged weapons to make free attacks.
At level 5, the number of boons increases to 2. - Dual Wielder: You can use a reaction to attack with a weapon you wield in your off-hand when you attack.
At level 5, you impose 1 bane on rolls to attack you while you wield two weapons, one in each hand. - Engager: You can use a reaction when an enemy moves to within 5 yards of you to move up to your Speed. If you can reach the enemy that enabled the use of this talent, you can attack it. If the enemy takes damage from this attack, its Speed drops to 0 until the start of its next turn.
At level 5, you roll to attack with 1 boon whenever you attack by using a reaction. - Great Weapon Specialist: When you get a success on a roll to attack, you can add twice your Strength modifier (minimum 0) as extra damage for that attack. Once you use this talent, you lose access to it for 1 minute.
At level 5, you ignore the effects of the Slow weapon trait. - Impalement Arts Specialist: Increase the range of thrown weapons you wield by 5. You roll to attack with thrown weapons with 1 boon.
At level 5, when you get a critical success with a thrown weapon, you can use a reaction to make a ranged attack using another thrown weapon. - Shield Basher: You treat shields as off-hand melee weapons that deal 1d6 damage instead of as improvised weapons. In addition, when you attack with a shield, you retain the shield’s increase to your Defense score.
At level 5, when you get a critical success with an attack using your shield, you roll to attack the target with 1 boon until the end of your next turn.
Level 5 Fighter
Armored and Natural Defense: +1, Health: +6,
Bonus Damage: +1d6
Fighting Style: Choose an additional fighting style from the options presented at level 2.
Power Strike: When you deal damage with an attack, you can use this talent to deal extra damage to the target equal to your level.
Once you use this talent, you lose access to it until the start of your next turn.