Stats
- Hit Dice: d12
- Weapon Proficiencies: All weapons
- Armor Proficiencies: Light, Medium, Heavy, Shields
Class Equipment
Pick two at character creation
- Dueling Gauntlet: Spend 2 AP to challenge a single enemy to combat; they must make Willpower Check to resist, if they fail, both you and the target gain +1 damage die against each other for the combat duration, 1/combat
- Tactical War Horn: Spend 2 AP to grant all allies within 6 hexes +1 AP on their next turn, 1/combat
- Battle standard 1 AP - allies within 3 hexes gain +5 to fear resistance, 1/day
- Combat reflexes amulet gain 1 extra Reaction Point per round for one combat, 1/day
- Victory chalice: drink after killing enemy, costs 1 RP, grants 5 temporary HP, 1/day
Core Features
| Level | Feature | Description |
|---|---|---|
| 1 | Battlefield Commander | Grant ally advantage on coordinated attacks |
| 2 | Strategic Positioning | Reposition in initiative between allies or within a social situation |
| 3 | Castle | Swap positions with ally, can Intercept for them |
| 4 | Situational Awareness | Grant extra RP (once per round) or bonuses outside combat |
| 5 | Path Selection | Choose path; Journeyman Class Tier |
Battlefield Commander
Cost: 1 AP
Grant an ally Advantage on their next attack against an enemy that a different ally (including you) has already successfully attacked this round.
Strategic Positioning
Prerequisite: You must not be last in initiative order among your party members. Cost: 1 FP (you start the combat with only 1 FP instead of 2)
- Combat: You may choose to act immediately before any ally’s initiative count (except the highest), inserting yourself between two allies in the initiative order. You act just before your chosen ally, but enemies with initiative counts between your original roll and your new position still act before you.
- Social Challenges: When entering a new Social Challenge, you gain Advantage on your first Insight check to assess the social dynamics and participants.
Castle
Swap positions with any willing ally within range based on your Fighter Class Tier. Both movements provoke Reaction Attacks, but you may spend 1 RP during this movement to become the target of a Reaction Attack targeting your ally.
| Class Tier | Castle Range |
|---|---|
| Apprentice | 3 hexes |
| Journeyman | 4 hexes |
| Expert | 5 hexes |
| Master | 6 hexes |
| Legendary | 7 hexes |
Situational Awareness
Cost: 1 AP
Limitation: Once per round
- Combat: Grant yourself or an ally an extra Reaction Point this round.
- Social Challenges: Once per Social Challenge, reduce the FP cost of an ally’s social Flow Action by 1 (minimum 1).
Path Selection (Level 5)
At Level 5, Fighters must choose their specialization path:
Weapon Master Path specializes in multi-weapon combat, dual-wielding, and weapon swapping. They excel at adapting their fighting style mid-combat and gain bonuses for using multiple weapon categories.
Defender Path specializes in shield mastery, protection, and battlefield control. They excel at tanking damage, controlling enemy positioning, and protecting their allies through superior defensive techniques.
Weapon Master Path
| Level | Feature | Description |
|---|---|---|
| 5 | Weapon Diversity | +{Level} damage when using different weapon categories |
| 6 | Dual-Wield Mastery | Remove off-hand penalties |
| 7 | Quick Draw | Reduced/free weapon swapping costs |
Weapon Diversity
When you attack with two different weapon categories in the same round, the second attack deals +{Level} damage.
Dual-Wield Mastery
Remove all detriments for attacking with an offhand weapon, regardless of category. If you already had the Dual Wield Perk, you gain the Two-Weapon Fighter perk instead. If you also have this Perk already, you may instead take any Apprentice or Journeyman Combat Perk that you currently meet the requirements for.
Quick Draw
- Draw/Sheathe individual weapons: 0 AP
- Full weapon swap: 1 AP (instead of 2) NOTE: If you have the Quick Draw Perk, all draw/sheathe/weapon changes become free actions (0 AP)
Defender Path
| Level | Feature | Description |
|---|---|---|
| 5 | Provoke | Force enemy to target you (6 hex range) |
| 6 | I’ll Distract ‘Em! | Ally can Reaction Attack after you’re hit |
| 7 | Shield Wall | Grant DR to adjacent allies by shield size |
Taunt
Cost: 2 AP A chosen enemy within 8 hexes must make a Willpower Check, opposed by your Endurance Check. If they fail, they are forced to target you with any attacks they choose to make on their next turn. If you critically succeed your Endurance Check, or they Critically Fail their Willpower Check, then they must also spend at least 1 AP moving towards you on their turn if possible.
I’ll Distract ‘Em!
Once per round when an enemy hits you with an attack, any single ally may spend 1 RP to make a Reaction Attack with Advantage against that enemy.
Shield Wall
When adjacent to an ally, the ally will gain half the DR provided by your shield normally (minimum 1).