Marauder

You see the enemy. You charge the enemy. You waste no time, for the battle calls and you are only too happy to answer. Some folk think you reckless, foolish even, but you show them the error of their ways when you get to the front lines first and bring down the biggest nastiest enemy in the bunch. Your enthusiasm for brawling does expose you to terrible danger and you can recall a few times when your eagerness almost got you killed. But you lived and that’s what counts.

Level 7 Marauder

Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6
Into the Fray: You can use this talent when you take the initiative. You become Slippery and your attacks deal extra damage equal to your Speed until the end of the round. Once you use this talent, you lose access to it until after the end of your next turn.
Grab and Stab: You can use a reaction when you successfully grab a creature to attack that creature. You roll to attack with 1 boon and your attack deals an extra 1d6 damage.

Level 8 Marauder

Health: +18, Bonus Damage: +1d6
Kick it Down: While you move, you can expend 1 yard of your movement to kick down one ordinary door you can reach during your movement. The door opens, even if it is locked or otherwise secured.
Shove Away: You can use this talent when you get a critical success for a melee attack. You shove the same target.

Level 10 Marauder

Health: +18, Bonus Damage: +1d6
Fast Runner: Whenever you use the run action, you gain the Strider trait and your attacks deal an extra 3d6 damage until the end of your next turn.
Break their Spirits: You can use this talent when you grab or shove a creature. That creature makes a Will roll. On a success, it becomes immune to this talent for 1 hour. On a failure, the creature becomes weakened (luck ends).