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 ā 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 an 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 Challenge |
| 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 |
| 8 | Combat Reaction | Gain +1 RP per round; your Castle movement no longer provokes |
| 12 | Tactical Read | Spend FP to grant an ally Advantage on a Reaction Attack |
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 allyās 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 allyās social Flow Action by 1 (minimum 1).
Combat Reaction
You gain +1 Reaction Point at the start of each round (to 3 RP total). Additionally, your own movement during Castle no longer provokes Reaction Attacks. Your allyās movement during Castle still provokes Reaction Attacks as normal, and you may still spend 1 RP to become the target of a Reaction Attack targeting your ally.
Tactical Read
Cost: 2 FP Limitation: Once per round Trigger: When an enemy misses any ally with an attack
You call out a flaw in the attackerās form. One ally of your choice gains Advantage on their next Reaction Attack against that enemy.
Path Selection (Level 5)
At Level 5, Fighters must choose their specialization path:
Weapon Master Path specializes in mastering techniques from across all weapon styles. They excel at borrowing and deploying fighting methods from any discipline, adapting their approach mid-combat and disrupting enemies in unexpected ways.
Defender Path specializes in shield mastery, protection, and battlefield control. They excel at absorbing punishment, controlling enemy attention, and protecting their allies through superior defensive techniques.
Weapon Master Path
| Level | Feature | Description |
|---|---|---|
| 5 | Weapon Savant | Borrow a 2 FP Flow Action from any weapon category |
| 6 | Sapping Strike | Hit for half damage to drain enemy RP or Mana |
| 7 | Expanded Forms | Go deeper or broader with your borrowed Flow Actions |
| 9 | Tutelage | Grant an ally a borrowed Flow Action for the day |
| 10 | Combat Instinct | Use Flow Actions in tandem with Reaction Attacks |
| 11 | Debilitating Strike | Upgrades Sapping Strike; now also allows AP sapping |
Weapon Savant
Frequency: Once per day, during a period of rest or downtime
Choose one weapon category. You gain access to that categoryās 2 FP Flow Action, usable with any weapon you wield, for the day.
Sapping Strike
Limitation: Once per round, on your turn
When you hit an enemy with a melee attack, you may choose to make it a Sapping Strike. The attack deals half damage, and the target loses resources based on your chosen type, selected permanently when you gain this ability:
RP: Target loses 1 RP. On a critical hit, target loses 2 RP instead.
Mana: Target loses Mana based on your Fighter Class Tier.
| Fighter Class Tier | Mana Sapped |
|---|---|
| Journeyman | 2 |
| Expert | 3 |
| Master | 4 |
| Legendary | 5 |
Expanded Forms
Frequency: Once per day, during a period of rest or downtime
When choosing your category for Weapon Savant, you may instead choose one of the following:
- Access to both the 2 FP and 3 FP Flow Actions from a single weapon category
- Access to the 2 FP Flow Action from two different weapon categories
Tutelage
Frequency: Once per day, during a period of rest or downtime
Choose one ally and one 2 FP Flow Action from a weapon category you are proficient with. That ally gains access to that Flow Action for the day, provided the action applies to their current weapon type (melee Flow Actions cannot be granted to ranged weapons and vice versa).
Combat Instinct
When you perform a Reaction Attack, you may spend FP to use any Flow Action you have access to in tandem with that attack, as if it were a normal attack on your turn.
Debilitating Strike
Upgrades: Sapping Strike Limitation: Once per round, on your turn
When you hit an enemy with a melee attack, you may choose to make it a Debilitating Strike. The attack deals half damage, and the target loses resources based on your chosen type, selected permanently when you gain this ability:
RP: Target loses 1 RP. On a critical hit, target loses 2 RP instead.
AP: Target loses 1 AP. On a critical hit, target loses 2 AP instead.
Mana: Target loses Mana based on your Fighter Class Tier.
| Fighter Class Tier | Mana Sapped |
|---|---|
| Journeyman | 2 |
| Expert | 3 |
| Master | 4 |
| Legendary | 5 |
Defender Path
| Level | Feature | Description |
|---|---|---|
| 5 | Taunt | Force a single enemy to target you |
| 6 | Iāll Distract āEm! | Ally can make a Reaction Attack when youāre hit |
| 7 | Shield Wall | Grant DR to adjacent allies based on your shield |
| 9 | Threat Magnet | Upgrades Taunt to affect up to 4 enemies at longer range |
| 10 | Walls Donāt Bleed | Powerful once-per-combat self-heal based on Endurance |
| 11 | Youāll Regret That | Frighten enemies who barely damage you |
Taunt
Cost: 1 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, they must also spend at least 1 AP moving towards you on their turn if possible.
Iāll Distract āEm!
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, that ally gains half the DR provided by your shield (minimum 1).
Threat Magnet
Upgrades: Taunt
Your Taunt now affects up to 4 enemies within 12 hexes simultaneously. Make individual opposed Willpower checks for each target.
Walls Donāt Bleed
Frequency: Once per combat Requirement: Must be in active combat, at GM discretion
Choose one of the following:
- 2 AP: Roll a number of dice equal to your Endurance Modifier and regain that much HP. Reroll any 1s and take the new result.
- Only action on your turn this round: Automatically take the maximum result of the above roll instead of rolling. You may still spend RP on Reactions normally.
The dice type scales with your Fighter Class Tier:
| Fighter Class Tier | Dice Type |
|---|---|
| Expert | d8 |
| Master | d10 |
| Legendary | d12 |
Youāll Regret That
Limitation: Once per round
When an enemy hits you with an attack that deals at least 1 but less than your Endurance Modifier in damage, you may choose to make that enemy make a Willpower check or become Frightened for 1 round. Regardless of the outcome, that enemy is permanently immune to this effect.