Fighter

Pasted image 20250313121127.png|right lp|400Fighters are adventurers because they are so inured to death that they cannot settle down to a normal life.

XP Based on Class (Optional)

Whenever Fighters kill an enemy, they gain XP equal to the enemy's level.

Starting Perks


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
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!