You are a fighter, a veteran warrior expertly trained in [[weapons]] and [[armour]]. Perhaps you are a mail clad knight, an agile spearman, or a sharp eyed bowman. Fighters are versatile masters of all [[weapons]], switching between armaments and combat styles to best meet the foe at hand. The fighter is the most heavily armed and armoured adventurer in the game. You are comfortable in the thick of battle, relying on brawn, steel, and superior skill to win the day. **Key Attribute** Strength **Hit Points** Equal to [[Attributes|Con]] score + (Level x3). **Weapons** All. **Armour & Shields** All. **Class Starting Gear** Longsword (1d8) or Spear (1d6+1). Chain shirt (+3 AC), Shield (+1 AC). **Skills** Leadership, Athletics, plus **roll 1d12** three times: (i) Acrobatics, (ii) Animal Lore, (iii) Apothecary, (iv) Deception, (v) Detection, (vi) Gather Info, (vii) General Lore, (viii) Persuasion, (ix) Watercraft (x) Stealth, (xi) Traps & Locks, (xii) Wilderness Lore. | Level | AB | Ability | | ----- | --- | ------------------------------------- | | 1 | +1 | Adaptable, Deadly Strikes | | 2 | +2 | Supplies, New Skill | | 3 | +3 | Unique Feature | | 4 | +4 | +1 AC | | 5 | +5 | New Skill, Second Attack | | 6 | +6 | Unique Feature | | 7 | +7 | Master of Arms | | 8 | +8 | +1 AC, New Skill | | 9 | +9 | Unique Feature | ## Adaptable Your combat expertise allows you to switch [[weapons]] and fighting styles/stances at a moment’s notice. At 1st level, you know a number of styles equal to your Strength modifier; **roll 1d10** on the below list to determine which. With each new level, learn one additional style of your choosing. You begin an adventure with **one use of this ability per level.** Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one stance to apply. You may regain expended uses by taking Short or Long Rests. At 1st level, choose one of your styles to be your **default style.** You gain the benefits of your default style at all times, except when you switch to another using *Adaptable*. You may change your default style when you level up, if you wish. When you expend a use of *Adaptable*, choose one of your styles and apply its benefits until the end of that combat. Stance benefits do not stack with each other, only the current stance applies. If swapping armaments, you stow any readied gear as part of your action. You may revert to your default style at any time during your turn (no action, and this does not expend a use of *Adaptable*). > ### Example > Kruncor has Two Hander default style, and also knows Protector and Ranged. He automatically begins a battle with Two Hander (advantage on damage rolls with his great axe), but part way through expends one use of *Adaptable* to switch to Protector (gaining shield and Rescue benefits instead of advantage on damage rolls). A few rounds later Kruncor reverts back to Two Hander style (no action, and no use of *Adaptable*) to finish off an enemy. | 1d12 | Adaptable Style | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Charger.** When you take the charge action, enemies do not gain the usual +2 attack bonus against you, and if you hit, the target must make a *Luck* (Str) save or be knocked *[[Prone]]* and/or pushed a short distance. | | 2 | **Dual Weapons.** When Two Weapon Fighting, every time you miss with your Extra attack, you gain +1 to hit (cumulative) on subsequent Extra attacks until it hits. | | 3 | **Long Reach.** When using a Second Rank weapon, you may make a free melee attack when you first engage a foe. Once per battle only (ie not per foe). | | 4 | **Opportunist.** When you reduce a foe to zero hit points with a melee or thrown attack, immediately make another melee or thrown attack. You may activate this style when you reduce a target to zero hit points (no action, but must be during your turn). You may not use this ability more than once per round. | | 5 | **Protector.** You automatically succeed on Initiative checks to trigger Rescue Exploits, and shields grant +2 AC instead of +1. | | 6 | **Ranged.** When you make a ranged or thrown attack, targets lose any AC bonus due to cover. Additionally if you miss your target you never reroll the attack against an ally in the same melee. | | 7 | **Single Weapon.** If armed with a one handed weapon & one hand empty (exception: holding a light), gain a +2 bonus on Init, defensive *Luck* (Dex) rolls, & Party Retreats. | | 8 | **Two Hander.** When using a melee weapon two handed, gain adv when rolling damage. | | 9 | **Unarmed.** Your unarmed attacks cause 1d6 damage instead of 1d2. On a Nat 19, you may grab or disarm your foe. | | 10 | **Brutal.** When you inflict a Nat 19 effect with a melee weapon, add +2 to Trauma rolls (does not stack with similar modifiers). | | 11 | **Rearguard.** You may activate this style at the start of a round, prior to your turn. You adopt defensive manoeuvres, directing a tactical retreat as you guide your allies to safety. All party members gain advantage on all Party Retreat related tests. | | 12 | **Expert Guard.** Your fumbled weapon attacks become ordinary misses instead. You may activate this style when you roll a fumble. | ## Deadly Strikes Your battle training helps you land crippling blows. When using a [[weapons|weapon]], your *crit* range expands to 19-20, and Nat 19 effects also occur on a *crit*. ## Supplies By 2nd level, you naturally anticipate and prepare for dangers and obstacles that lie ahead. At any time during an adventure, you may automatically add 1d4 mundane items to your equipment list (the items must have a common theme). For example, you might gain additional coils of rope, a grappling hook and climbing boots, a cache of fire pots, and so on. Particularly expensive or bulky items may not be permitted at the GM’s discretion. After using this ability, you may not use it again until you resupply at a village, town or city (the GM might impose additional limits). ## Unique Feature At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45. ## New Skill At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list). ## Second Attack At 5th level, when you use an action to attack, you make two attacks instead of one. If Two Weapon Fighting, you don’t get a second Extra attack (p.80). ## Master of Arms At 7th level, when using a [[weapons|weapon]], your *crit* range expands to 18-20. Additionally, when you are hit by a melee attack, you may spend a *[[Rerolls|Reroll]]* to gain a 50% chance of parrying the attack, negating it. GM discretion applies; attacks while surprised or from very large monsters may not be subject to parrying. ## Beyond 9th Level At 9th you earn yourself a title and stronghold that attracts a body of loyal warriors. Over time you attract villagers who prosper under your protection.