Fighter

Class Races

  • Human 

  • Dwarf

  • Halfling

  • Tiefling

  • Goblins

  • Duergar

  • Drow

  • Lizardfolk

  • High Elf

  • Half-Orc

  • Half-Drow

  • Half-High Elf

  • Half-Wood Elf

Your HP is 15+Base CON Score.

Your Carry Weight is equal to
Base STR Score+12.

Your Base Damage is 1d10.

Dwarf/Duergar: Add +3 to your max HP when using metal armor.

Halfling: Add +1 to your Armor.

High Elf/Drow: You can always treat swords and spears as if they have the precise tag.

Goblin: Gain +2 to Flee.

Human: Once per battle you may reroll a single damage roll (yours or someone else’s) and select either result.

Orc: Deal +1 damage on Hack&Slash when in Brutality stance.

Tiefling: Deal +1 damage on Hack&Slash to targets with a debility.

Lizardfolk: You may Hack&Slash with your claws or bite and still do your Base Damage. Add 1 Piercing to Hack&Slash when you claw or bite.

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Prebuilt Fighter

Key Stats

STR important for using Hack&Slash and a stance

DEX important if using precise for Hack&Slash and a stance

CON will be important for your HP, defy danger and a stance

INT isn't used except for defy danger

WIS used for many important defy dangers

CHA isn't used except for defy danger

Starting Moves

Combat Form

You have mastered multiple forms of fighting. When you enter combat, you can choose a single stance to adopt from below. You can only use one stance at a time and must be using a melee weapon. 

 

Precision

• You have +1 Ongoing to Hack&Slash.

• Gain +DEX Piercing.

Brutality

• You apply a debility to the enemy on dealing damage with Hack&Slash.

• Add +STR to the damage.

Unyielding

• Subtract up to your CON from the damage dealt with Hack&Slash and gain it in health.

• Gain +CON Armor.

 

Heat Of Battle

As long as you are in a stance, when you Hack&Slash you gain these additional effects:

• On a 7+, Hold 1 additional Flow.

• On a 6 or less, lose all Flow.

 

As long as you hold Flow, you are in the heat of battle. As an Interrupt you can spend as many Flow as you wish on the activation of one these addition effects:

  • +1 Forward to Defend per Flow

  • Heal 1 HP per Flow

  • Change your Combat Form

 

You can only ever Hold a maximum of 3 Flow.

 

Armored

You ignore the Clumsy tag on any armor you wear.​

Class Moves

When you gain a level from level 2-5, you may pick one of these or a crafting move. You may not pick the same move more than once.

 

Combat Reflexes

Requires: Heat Of Battle

When armed and an enemy in Close range casts a spell, uses a move action to move out away from you, or attempts a volley, as an Interrupt you can spend 1 Flow to deal your STR or DEX in damage that Ignores Armor.

 

Deft Hands

All sword and spear weapons you wield gain the Precise tag, allowing you to Hack&Slash using +DEX.

 

Hard Headed

Requires: Heat Of Battle

Spend Flow as an Interrupt to resist 1 round of stun per Flow spent. Can not be used once already stunned.

 

Taste Of Blood

When you Hack & Slash you deal +1 damage.

Damage Move (a character can only have 2 of these total).

 

Armor Mastery

Requires: Heat Of Battle

Free

As long as you Hold Flow you can make your armor take the brunt of damage dealt to you (physical damage), the damage is negated, but you must reduce the Armor value of your armor or shield (your choice) by 1 until repaired.

 

Iron Hide

You gain +1 Armor if wearing armor.

 

Keep It Steady

Requires: Heat Of Battle

You keep up to 1 Flow when rolling a 6 or less on Hack&Slash. Maximum Flow is increased to 4 Hold.

 

Multiclass Dabbler

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

Advanced Moves

When you gain a level from level 6-10, you may pick one of these moves, the level 2-5 moves, or a crafting move. You may not pick the same move more than once.

 

Faithful Steed

Requires: Armored

All mounts provide +3 max HP when you ride them. This stacks with the bonus from riding a war-trained mount.

 

Bloodthirsty

Requires: Taste Of Blood

When you Hack&Slash you deal +1 damage.

Damage Move (a character can only have 2 of these total).

 

Steel Hide

Requires: Iron Hide

You gain +1 Armor if wearing armor.

 

Master Of Steel

Requires: Combat Form

Gain 2 Piercing when fighting at Close range.

Multiclass Initiate

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

 

Self-Defense

Requires: Combat Form

While in Unyielding Stance, you can use Defend to defend yourself so long as you otherwise meet the conditions of using Defend.

 

Superior Warrior

Requires: Heat Of Battle

When you Hack&Slash on a 12+ you Hold 1 additional Flow

Note: Total of 2 after 1 hold from Heat Of Battle.

 

Tough As Nails

Add +2 to Last Breath when at risk of dying.