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Fighter

She holds shield and spear at the ready, calculating the next movement of the surrounding warriors. Outnumbered, but not outmatched, she used her superior reach to buy herself distance, to draw an attack that she could counter. They thought the odds were out of her favor, but she had been in such gambits before. Lunge, draw, parry, punish, repeat. Her final blow sealed her victory.

She is a fighter. A human tactician that understands the ways of battle better than any. She understands the pain of mistakes in battle, the precision needed for victory, and the costs that come with either. She bears the brunt of enemies formed against her and is still more likely to come out alive than her companions.

Lvl \ Pts EXP Title Hlth Mastery
Weapon / Spell / Skill
1 \ 1 0 Recruit - 4 / - / 3
2 \ 2 100 Recruit - 5 / - / 4
3 \ 3 250 Recruit +3 6 / - / 5
4 \ 4 450 Yeoman - 7 / - / 6
5 \ 5 700 Yeoman - 8 / - / 7
6 \ 6 1,000 Yeoman +3 10 / - / 8
7 \ 7 1,350 Man-at-Arms - 12 / - / 9
8 \ 8 1,750 Man-at-Arms - 14 / - / 10
9 \ 9 2,200 Man-at-Arms +3 16 / - / 11
10 \ 10 2,700 Veteran - 18 / - / 12
11 \ 10 3,250 Veteran - 20 / - / 14
12 \ 10 3,850 Veteran +3 22 / - / 16
13 \ 10 4,500 Legionary - 24 / - / 18
14 \ 10 5,200 Legionary - 26 / - / 20
15 \ 10 5,950 Legionary +3 28 / - / 22
16 \ 10 6,750 Master-at-Arms - 31 / - / 24
17 \ 10 7,600 Master-at-Arms - 34 / - / 26
18 \ 10 8,500 Master-at-Arms +3 37 / - / 28
19 \ 10 9,450 Champion - 40 / - / 30
20 \ 10 10,450 Champion - 43 / - / 32
21 \ 10 11,500 Champion +3 46 / - / 35
22 \ 10 12,600 Commander - 49 / - / 38
23 \ 10 13,750 Commander - 52 / - / 41
24 \ 10 14,950 Commander +3 55 / - / 44
25 \ 10 16,200 Conqueror - 58 / - / 47
26 \ 10 17,500 Conqueror - 62 / - / 50
27 \ 10 18,850 Conqueror +3 66 / - / 53
28 \ 10 20,250 Warlord - 70 / - / 56
29 \ 10 21,700 Warlord - 74 / - / 59
30 \ 10 23,200 Warlord +3 78 / - / 62

Equipment Restrictions

  • Armor: Any
  • Shield: Any
  • Weapons: Any

Fighter Experience Table

Experience. When this number of Experience Points have been earned, you automatically move up to the next Level of Experience.

Title. You should use this title when talking with other characters. Instead of saying "I'm Fleetwood, a Second Level Fighter," you should say "I'm Fleetwood, the Warrior."

Health. You gain 3 health per 3 levels of experience in addition to any health gained from your endurance.

Skills. At first level, you begin with 3 Skill Mastery points, which must be spent immediately on Skills. You may use these points to advance Skills to Untrained mastery, but no further at this level.

Spell Mastery. This class does not have access to magic.

Weapon Mastery. At first level, you begin with 4 Weapon Mastery points, which must be spent immediately on Weapon Types or Combat Styles. You may use these points to advance Weapon Types and Combat Styles to Untrained mastery, but no further at this level.

  • You gain 1 Weapon Mastery point per level. At level 6, this increases to 2 points per level. At level 16, this increases to 3 points per level. At level 26, this increases to 4 points per level.
  • Starting at level 2, each time you invest a point into a Weapon Type, you can invest one point for free into a Combat Style of your choice.
  • You can obtain Grand Master mastery with a fighter.

Leveled Abilities

You gain abilities below as you increase level.

Mortal

As a Mortal being, you have no innate damage immunity or vulnerability. You are connected to the Void magic form. Only Void magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.

Art of War

Level 1

Tactician: You automatically advance in the Tactics Skill Mastery. You begin with Untrained Mastery, gain Basic Mastery at level 3, Skilled Mastery at level 6, gain Expert Mastery at level 10, Master Mastery at level 15, and Grand Mastery at level 21. These skills do not count against your Skill Mastery points.

Quick Draw: When you make an attack or defense action, you can draw one weapon or stow one weapon as part of that action without spending additional AP. You cannot both draw and stow as part of the same action. Attacks made with a weapon drawn this round have Inferiority.

Veteran's Instinct: After engaging an enemy for 1 full round, you gain a cumulative +1 per round to either attack OR defense rolls (chosen at the start of each round) against that specific enemy, capping at your Perception tier. Switching targets resets the bonus to zero.

Weapon Versatility: Each time you achieve Expert or higher mastery in a Weapon Type or Combat Style, you can choose one Maneuver from another Type or Style of your mastery level or lower that you can use with that weapon or style. The chosen maneuver must be physically executable with your weapon and style. GM must approve the connection.