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

LevelFeatureDescription
1Battlefield CommanderGrant ally advantage on coordinated attacks
2Strategic PositioningReposition in initiative between allies or within a social situation
3CastleSwap positions with ally, can Intercept for them
4Situational AwarenessGrant extra RP (once per round) or bonuses outside combat
5Path SelectionChoose 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 TierCastle Range
Apprentice3 hexes
Journeyman4 hexes
Expert5 hexes
Master6 hexes
Legendary7 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

LevelFeatureDescription
5Weapon Diversity+{Level} damage when using different weapon categories
6Dual-Wield MasteryRemove off-hand penalties
7Quick DrawReduced/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

LevelFeatureDescription
5ProvokeForce enemy to target you (6 hex range)
6I’ll Distract ‘Em!Ally can Reaction Attack after you’re hit
7Shield WallGrant 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).