Fighter
XP Based on Class (Optional)
Whenever Fighters kill an enemy, they gain XP equal to the enemy's level.
Starting Perks
- Hit Points: Fighters roll
s for HP. - Weapon Training: A Fighter is trained in the use of all weapons.
Power Attack
On your attack, you may choose to Power Attack. Roll 2 damage dice. The weapon breaks.
Magic Swords
Delivering the killing blow with Magic Swords transfers a non-violent supernatural ability that the monster has to the weapon. Once the blade bonds with the ability, it cannot absorb a new one.
Example: Blade of the Basilisk
Absorbed Ability: Petrifying Gaze
The sword gains a reflective sheen. When the wielder brandishes the sword, a creature in sight must succeed a WIL Danger Roll or become petrified for a round.
Fighter Talents
Pick a Talent to unlock/upgrade with every other level (see Advancement).
Talent |
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Blades Mastery: When using a bladed weapon (sword, dagger, axe, etc.), attack another CLOSE target after a killing blow (unlimited). Every subsequent time selected gives +1 damage bonus after a attack roll with bladed weapons. |
Reach Mastery: When using a reach weapon (spear, polearm, staff, etc.), attack a Close target and knock it Near to you if dealing 6 damage or more. Every subsequent time selected gives +1 bonus after a attack roll with reach weapons. |
Ranged Mastery: If firing at a target from higher ground, deal Enhanced (d12) damage. Every subsequent time selected gives +1 bonus after a attack roll with ranged weapons. |
Shields Shall be Splintered: You may forsake all damage dealt to you by an enemy if you are holding a Shield in one arm. The shield absorbs the damage but is destroyed. |
Ability Score Increase: +2 to Strength or Dexterity Score. An Ability cannot exceed 18! |