Fighter

Fighter #

A Fighter is an eager pupil of combat who’s well on their way to becoming a master. They’re necessarily not self-taught: these are people whose skill, grit, and discipline separates them from any common warrior. A Fighter is an artist, and their canvas is the battlefield, be it a tavern, a dungeon, or a literal battlefield.

Nobody becomes a Fighter by accident. A warrior, possibly…but to be a Fighter requires dedication to the craft. Fighters commonly come from military, mercenary, or knightly orders, but just as often come from less regimented backgrounds. Dedication to the arts of battle and warfare can strike at any stage in life if the will is strong enough or the need is great enough.

Examples of Fighter Skills: Soldier, Mercenary, Knight, Samurai, Guardsman, Gladiator, Former Gladiator, Former Slave, Duelist.

A typical Fighter Skill should cover at least some of these:

  • Act with quick reflexes.
  • Employ brute strength.
  • Endure harsh conditions.
  • Move acrobatically.
  • Inspire others.
  • Intimidate someone.
  • Negotiate a contract.
  • Search an area closely.
  • Perform for a crowd.
  • Recall a historical fact.

Uncommon Terms in Fighter Abilities #

Maneuvers: Fighters have Maneuvers, which can be used with melee attacks by default. These always have either a Natural 13+ triggered effect or a Natural Odd and Even triggered effect. All Fighters may spend 1 Prowess when using a Maneuver to remove a Natural Even, Natural Odd, or Natural 13+ effect condition from a Maneuver, but they can only trigger one such effect per Maneuver.

Attributes #

Fighters have the following Attributes.

Base Attributes #

Attribute Value
Volition 3
Vitality 5
Initiative Medium
Rolled
Recovery
(1d10 x Level) + (Vitality x Tier)
Average
Recovery
(5 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality*
Other +1 Volition
OR
+1 Vitality and AC
Recoveries 9**
Save Bonus 0

*See level chart.

**See Extra Tough.

Base Defenses by Armor #

Type AC PD MD
None/Light 14 15 14
Heavy 15 14 14

Melee Stances #

Miss damage equal to level.

  • Swift/Measured: d8 damage, +1 PD
  • Defensive: d8 damage, +1 AC
  • Aggressive: d10 damage

Ranged/Other Stances #

No miss damage.

  • Rapid/Close (N): d8 damage
  • Aimed (F): d10 damage
Level HP Prowess and
Relationships
Total Perks Talents Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 3 1x
2 (5 + Vitality) x 4 3 2 Adventurer 3 1x
3 (5 + Vitality) x 5 3 3 Adventurer 3 1x
4 (5 + Vitality) x 6 3 4 Adventurer 3 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
4 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
4 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
4 2x
8 (5 + Vitality) x 16 5 4 Adventurer
3 Champion
1 Epic
4 3x
9 (5 + Vitality) x 20 5 4 Adventurer
3 Champion
2 Epic
4 3x
10 (5 + Vitality) x 24 5 4 Adventurer
3 Champion
3 Epic
4 3x

Class Features #

All Fighters have Prowess, Extra Tough, Size Up, Threatening, and Showstopper.

Prowess #

Fighters use Prowess to power many of their abilities. Every Fighter has 3 Prowess in Adventurer Tier, 4 Prowess in Champion Tier, and 5 Prowess in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Prowess as a free action on or outside your turn to give 1 Disadvantage to an attack against your AC.

  • Champion Perk: If the attack against your AC hits, if you’re not at 0 HP, you gain HP equal to your level after the attack resolves.
  • Epic Perk: You have one extra maximum Prowess.

Extra Tough #

You have 1 more Recovery than normal (9, instead of 8).
  • Adventurer Perk: When you would spend a recovery while at 0 recoveries, you either reduce your defenses or your Volition (but not both).

Size Up #

In addition to generally knowing if an enemy is staggered or not, once per round during your turn, you can ask the general amount of HP the enemy has left (higher or lower than your maximum) and if it has any abilities that trigger (or are disabled) when it’s staggered or dropped or when anyone else is staggered or dropped. If you get a Natural 13+ hit with an attack against an enemy during that turn, you can instead ask the value of the defense you hit.

You can use this out of combat to size up more than a direct enemy in combat, such as an army’s strength, a fortification’s cracks, or whether a duelist is cheating using a class skill check. Any specific or detailed information will require Pushing your Limits.

  • Adventurer Perk: You can also ask if the enemy’s HP is higher or lower than your staggered amount in addition to your maximum amount.

Threatening #

Enemies gain 1 Disadvantage on Disengage checks when you’re engaged with them. You gain 1 Advantage to Opportunity Attacks.
  • Adventurer Perk: When an enemy fails to Disengage from you, it takes 1d6 x Tier damage.
  • Champion Perk: When a non-mook enemy fails to Disengage from you, it’s Vulnerable until it successfully Disengages or moves away.
  • Epic Perk: When a non-mook enemy successfully Disengages from you, if you’re not engaged with any other enemies, you may spend 1 Prowess to re-engage it at the end of its turn.

Showstopper #

You may use the following ability:

Showstopper
Free Action, 13+ Recharge

Use this to activate the Showstopper version of any Talent. You still have to pay any Prowess cost for the Talent.

In addition to rolling to Recharge during a Quick Rest, you may roll to Recharge as a free action when you Crit. In Champion Tier, you may also roll to Recharge when you drop a double-strength or triple-strength enemy. In Epic Tier, you may also roll to Recharge when you drop a single-strength enemy. You can’t roll to Recharge in the same turn that you use a Showstopper, however.

  • Adventurer Perk: Add the escalation die to your Recharge rolls when you attempt to Recharge Showstopper in battle.
  • Champion Perk: The recharge is now a 11+ Recharge.
  • Epic Perk: You may spend 2 Prowess (or 1 Prowess at Escalation 3+) to give a Recharge roll in combat 1 Advantage.

Talents #

A fighter selects three Talents in Adventurer tier. They select a fourth talent once they reach Champion tier.

Comeback Strike #

After missing with the first attack you’ve made in a round, you may spend 1 Prowess to make a second attack against the same target. If you’re in Swift or Measured stance, the second attack gains 1 Advantage.

Showstopper: You may perform this after hitting with the first attack you’ve made in a round instead of after missing.

  • Adventurer Perk: If the second attack Crits, refund the 1 Prowess.
  • Champion Perk: If the second attack also misses, add 1 damage/level to any miss damage.
  • Epic Perk: The second attack gains 1 Advantage.

Deadeye #

Your Maneuvers can now be used while in ranged stances as well. They become Ranged instead of Melee, and their range matches your current stance’s range. Your ranged basic attacks now deal damage equal to your level on a miss.

Showstopper: As a free action, increase your effective Volition with ranged weapons by 1 until the end of the encounter.

  • Adventurer Perk: Increase your ranged stance damage dice by 1 size.
  • Champion Perk: As a Quick Action, you may spend 1 Prowess to aim a ranged weapon, adding Volition x Tier to your miss and hit damage with that weapon.
  • Epic Perk: When you aim with a weapon as above, the target is Vulnerable until the end of your turn.

Heavy Warrior #

When you’re hit with an attack that targets AC while wearing heavy armor, as a free action, you may spend 1 Prowess to halve the damage.

Showstopper: You take no damage instead of half damage. If the attack isn’t a crit, refund the 1 Prowess for using the ability.

  • Adventurer Perk: You may also use this ability against attacks that target PD.
  • Champion Perk: When you use this ability, the target is Softened until the start of your next turn.
  • Epic Perk: Once per day, when you use this against a Crit, you may turn it into a normal hit in addition to halving the damage.

Guardian #

Once per round as an interrupt action, you may attempt to Disengage or move away from all engaged enemies for the purposes of immediately intercepting.

Showstopper: As a free action, you may attempt to Disengage from an enemy, move away from an enemy, or, if you have the Shove maneuver ready, you may use it on an engaged enemy.

  • Adventurer Perk: You may spend 1 Prowess (or 0 if you’re in Defensive stance) to halve incoming damage from any intercepted attack or Opportunity Attack triggered by using this ability.
  • Champion Perk: When engaged by more than one enemy, designate one enemy in the group. When using this ability, that enemy does not count towards Disengage difficulty and does not make Opportunity Attacks.
  • Epic Perk: When you use the Showstopper, instead of rolling, the Disengage or Shove always succeeds.

Power Attack #

Before making a melee attack vs AC, you may spend 1 Prowess to increase its hit damage by 1d4 x Level (1d6 x Level if you’re in Aggressive stance).

Showstopper: Increase both the extra damage from this ability and the base weapon damage to 1d10 x Level (1d12 x Level if you’re in Aggressive stance).

  • Adventurer Perk: If the attack has miss damage, you deal the extra Power Attack damage on a miss when you use this.
  • Champion Perk: If you stagger your target using this, they are Softened (11+ save ends).
  • Epic Perk: Increase all miss damage by 1 per level in Aggressive stance.

Skirmisher #

Whenever you hit an enemy, you don’t provoke Opportunity Attacks from them until the end of the turn.

Showstopper: As a free action on your turn, you pop off of all enemies. They take damage equal to your level and are Dazed until the start of your next turn.

  • Adventurer Perk: You may spend 1 Prowess to reroll a Disengage check.
  • Champion Perk: If you’re wearing no/light armor, you gain 1 Advantage to Disengage checks.
  • Epic Perk: You deal damage equal to your level to any engaged enemies when you pop off or successfully Disengage.

Surge #

Once per encounter, you may spend 3 Prowess to activate this as a free action before the end of your turn to gain another quick, move, and standard action this turn.

Showstopper: This ability doesn’t cost any Prowess.

  • Adventurer Perk: You gain 1 Advantage on Disengage rolls and Attacks made in the extra actions granted from Surge.
  • Champion Perk: If you get a Crit with an attack made by the extra actions granted from Surge, you may take a free recovery that heals half of the normal recovery amount.
  • Epic Perk: If you have 0 Prowess after using Surge, you gain 1 Prowess that expires at the end of your turn.

Style Master #

Showstopper: As a free action on your turn, for the rest of the encounter, it costs 0 Prowess to remove a Natural Even, Natural Odd, or Natural 13+ effect condition from a Maneuver instead of 1.
  • Adventurer Perk: When you use the Showstopper, you can also treat yourself as if you were in any Stance or wearing any kind of Armor for anything that provides a benefit for it.
  • Champion Perk: Increase your damage die size by 1 or add hit damage equal to your level on the first attack using a given Maneuver in every encounter.
  • Epic Perk: Once per encounter, gain Advantage 1 on the first attack using a given Maneuver in every encounter.

Tough as Iron #

As a Quick action, you may spend 1 Prowess to heal using a recovery.

Showstopper: This ability costs 0 Prowess and you heal using a free recovery instead.

  • Adventurer Perk: The first time during an encounter when you’re staggered, you may use this as an Interrupt action instead of a Quick Action.
  • Champion Perk: Add the escalation die multiplied by your Tier Multiplier to healing from this ability.
  • Epic Perk: Increase your recovery die size to d12 (or 6 for average).

Maneuvers #

During a short or long rest, the Fighter may select a number of maneuvers from the following list: two Maneuvers in Adventurer tier, four in Champion tier, and six in Epic tier.

All Fighters may spend 1 Prowess when performing a Maneuver after rolling to remove a Natural Even, Natural Odd, or Natural 13+ effect condition from a Maneuver. They can only trigger one effect of this kind per Maneuver.

  • Epic Perk: You don’t have to spend 1 Prowess the first time in an encounter you do this.
Counterattack
Melee, At-Will, Standard

After you use Counterattack as a Standard Action, before the start of your next turn, you may use the following attack on any enemy who tries to attack you in your current Stance’s range.

Hit: Damage equal to your level, and reduce damage from the incoming attack by the same amount.

Natural 13+ Hit: As Hit, and the enemy is Dazed for the rest of the turn.

Miss: Reduce damage from the incoming attack by your level.

Jab
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: Damage as a basic attack. Decrease the damage die size by 1.

Miss: Half hit damage.

Natural Even Hit/Miss: As Hit/Miss, and attacks vs your AC before the start of your next turn gain 1 Disadvantage.

Pierce
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit/Miss: As basic attack.

Natural 13+ Hit: Damage as basic attack. The enemy is Softened until the end of your next turn.

Press
Melee, At-Will, Standard

Make an attack vs PD on an engaged enemy.

Hit: Damage equal to your level. The enemy is Vulnerable until the end of your next turn.

Natural Even Miss: The enemy is Vulnerable until the end of your next turn.

Natural Odd Miss: Damage equal to your level.

Shove
Melee, At-Will, Standard

Make an attack vs PD on an engaged enemy.

Hit: Damage equal to your level and you or one ally pops off of the target.

Natural Even Miss: You pop off of the target.

Natural Odd Miss: Damage equal to your level.

Slam
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit/Miss: Damage as basic attack.

Natural 13+ Hit: Damage as basic attack. The enemy is Dazed until the end of your next turn.

Slash
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit/Miss: Damage as basic attack.

Natural 13+ Hit: Damage as basic attack. In addition, the enemy receives ongoing damage equal to Volition x Tier.

Sweep
Melee, At-Will, Standard
Escalation 2+ (see Special)

Make an attack vs AC on two enemies next to each other.

Hit/Miss: Damage as basic attack.

Natural Even Hit/Miss: As hit/miss, and make a basic melee attack against a different enemy in weapon range.

Special: This deals half damage when the escalation die is below 2.

Sample Fighters #

Two sample Fighters in Adventurer, Champion, and Epic tier are provided below.

Linebreaker

A fierce warrior, this fighter uses strong attacks to lock down their targets and defeat their enemies.

Class Attribute Choice: +1 Volition
Background Ability: Surprising

Talents

  • Comeback Strike
  • Power Attack
  • Surge

1st Level

  • Maneuvers: Slash, Sweep
  • Adventurer Perk: Power Attack

5th Level

  • Extra Talent: Style Master
  • Maneuvers: Slash, Sweep, Pierce, Press, Shove, Slam
  • Adventurer Perks: Comeback Strike, Power Attack, Showstopper, Surge
  • Champion Perk: Power Attack

8th Level

  • Maneuvers: All of them
  • Adventurer Perks: Comeback Strike, Power Attack, Showstopper, Surge
  • Champion Perks: Power Attack, Showstopper, Surge
  • Epic Perk: Power Attack

Defender

A stalwart warrior, this fighter uses mobility and strong defensive capabilities to protect their allies.

Class Attribute Choice: +1 Vitality and AC
Background Ability: Elusive

Talents

  • Guardian
  • Heavy Warrior
  • Tough as Iron

1st Level

  • Maneuvers: Slam, Shove
  • Adventurer Perk: Weigh the Odds

5th Level

  • Maneuvers: Counterattack, Jab, Shove, Slam
  • Extra Talent: Skirmisher
  • Adventurer Perks: Guardian, Heavy Warrior, Threatening, Tough as Iron
  • Champion Perk: Guardian

8th Level

  • Maneuvers: Counterattack, Jab, Press, Shove, Slam, Sweep
  • Adventurer Perks: Guardian, Heavy Warrior, Threatening, Tough as Iron
  • Champion Perks: Guardian, Heavy Warrior, Threatening
  • Epic Perk: Guardian