“Give a Fighter any weapon,
and it becomes the right one.”
Base Kit
Initial Bonus
Callings — 10xp
Mauler
Two-handed weapons gain the Deadly trait
Dual Weapon
Any one-handed weapon that deals 1d8 or less damage gains the Off-Hand trait
Swashbuckler
You can make an Athletics check, followed by a Melee check.
Deadeye
Add +2 to the range of all thrown and ranged weapons
Sword and Board
You can raise your shield and make a Melee check.
Tier I — 5xp
Weapon Training — Become proficient in either Melee or Thrown
Defense Training — Become proficient in either Parry or Dodge
Quickdraw — Draw a weapon as a free action
Rock Solid — While your shield is raised, reduce forced movement against you by -1 square
Dangerous Aim — Ignore the cover penalty to DCs in your first range increment for thrown and ranged weapons
Tier II — 10xp
Combat Rush — Make a Move action followed by an Athletics or Melee attack
Combat Focus — When you make an attack roll you can reroll a single die from that attack
Strength Training — Become proficient in either Endurance or Athletics
Awareness Training — Become proficient in either Observation or Vigilance
Strategic Strike — You can spend +2★ on melee or thrown attacks to shift the target +1 square
Tier III — 15xp
Raise Shield — You can raise your shield as a reaction
Fighter's Toughness I — Increase your hit points by +5hp
Cleaving Strike — Make a Melee attack against two targets within your reach
Tactical Shift — After a successful attack you can spend +1★ to move +1 square
Make Them Bleed — Increase the base damage of all weapons by +1
Tier IV — 20xp
Double Strike — Make two attacks against the same target. The second attack does not apply RAP.
Improved Combat Focus — When you make an attack roll you can reroll two dice from that attack
Combat Lunge — Make a Melee check; increase the reach of this attack by 1.
Crushing Blow — Spend 3★ to knock the target prone with a melee or thrown weapon
Tier V — 25xp
Fighter's Toughness II — Increase your hit points by +5hp
Great Strike — Make an attack and deal an additional 1d8 points of damage
Bloodletting Blows — Increase the damage of all weapons by +1
Final Blow — If your attack killed an enemy, regain the action.