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Class record

Fighter

Striker / Defender

Tier
1
Difficulty
2 / 5
Main role
Striker
Secondary role
Defender

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Athletics, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power, Focus, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Fighters come from many backgrounds. They can be adventurers, soldiers or even just travelers who've decided to master the arts of combat. They wield weapons with expert skill, making them the backbone of any adventuring party.

What sets them apart from ordinary soldiers is their ability to perceive and control mana within their bodies. This keen understanding gives them an edge—allowing them to move at high speeds and deliver powerful blows. Fighters are a force to be reckoned with on the battlefield and welcome allies.

Tactical guidance

Playing Fighter

Fighters are versatile front liners that are able to defend against attacks effectively while also exerting pressure on the enemy.  A good fighter is expected to draw the enemy to them and to create space for the rest of their allies to unleash their full potential.  

Charge can be used to gain position in a fight without sacrificing attack. When moving in in the first round of a combat, you normally have to sacrifice attacks for the movement. Charge helps mitigate this, allowing the fighter to take point and still do damage.

Slam is only a small knockback, but the AP cost of the attack is low and it has no other cost. It can be used to create space for an ally to safely escape, but a fighter can also use it at the end of their attack sequence. This way the target will need to spend 1 AP on movement again to get in range, lowering their attacks.

Defensive Flexibility gives high RP economy, but it requires a bit of thinking ahead. It has to be used after you take one of the two basic reactions, and youll have to predict what your opponent will do next or force them to do suboptimal attacks. In long fights, consider what attacks you can safely tank without the use of RP to allow for more defensive flexibility uses in the future. Every RP you can spend that leads into defensive flexibility is effectively doubled.

Power Strike is an attack that can deal a lot of damage, but is not very mana-efficient. It should almost always only be used against a target with no RP left. Fighters themselves don't have anything else that uses mana, so it's worth using for new characters. As you unlock more classes and get other abilities that use mana, Power Strike will probably not see much use anymore.

Fighter

Class features

Abilities unlocked

Complete rules for every ability granted by Fighter.

Class feature

Benefit 1

You gain proficiency in 5 common weapons groups.

Benefit 2

You gain proficiency in all light armor, medium armor and normal shields.

Benefit 3

You gain +5 HP.

Ability

Charge

2 AP
Range
Self

You may spend 2 or 4 AP on this ability and move as though you had spent that AP on movement. 

After you finish moving, you may spend half of the AP you used on this ability on Light, Heavy or Precise Melee Attacks.

Requirements

-
1 AP
Range
Melee Weapon Range
Keywords
Crushing

You make a Light (1 AP), Heavy (2 AP) or Precise (2 AP) attack against the enemy. 

Requirements

-

Ability

Slam

1 AP
Range
Melee Weapon Range

You attack a single target for Light Damage. On damage, the target is moved 5ft away from you if they are a Grunt or if your Power is higher than theirs, in addition the target must be no more than one size larger than you.

You may spend 1 Mana to ignore the Power requirement.

Requirements

-
0 RP2 MP
Range
Self
Keywords
Circuit

You react to the triggering attack with the opposite reaction you used to meet the requirement of this ability. (IE if you used Dodge as your last reaction, you use the Block reaction for this).

The first time each encounter your RP goes below half your maximum RP, you regain the Circuit benefit on this.

Requirements

Must be the target of an attack and must have reacted to the previous attack against you with the Dodge or Block action.