Fighter
Weapon tightly gripped, you charge your monstrous foes. Anyone willing to hold a sword might be called a "fighter," but you're a cut above most. Less well-trained warriors may serve as soldiers, guards, and muscle in a tavern, but a Fighter truly understands conflict and battlefield control. You’ve trained in specific weapons and methods of defense, have scars from past fights, and probably look forward to your next descent into an ancient ruin or enemy's outpost, if only so you can match your weapon against a foe’s blade or spell. In your group, you're usually the most physically capable, the most durable, and the most ready to meet danger head-on. This attribute probably leads to a role as a protector of your friends—particularly
the least sturdy among them. If someone has to take the lead when entering the monster's den, you're among the first to charge in.
Background Options
- You lost your childhood home in war and only survived because you fought. Now, years later, you still seek out the last remnants of the enemy army.
- You’ve only recently recovered from a major wound after a giant ambushed you.
- People still occasionally recognize you as the winner of a local combat tournament.
- You were a captain during the war, but after the kingdom lost, you kept a low profile.
- Your sibling died exploring a haunted keep. Their sword passed to you three days ago.
- The constabulary discharged you a few months ago, and you’re still not sure why.
- The war was long and bloody, but now it’s finally over, and you need work.
- You came up as a city guard—until the city was sacked. Now you seek to redeem yourself by safeguarding those less sturdy than you.
Fighter Abilities
You gain all of the following benefits: Able to take three more minor wounds and one more moderate wound Add +3 to Might Pool Add +1 to Speed Pool Add +1 Edge in Pool of your choice Freely use all weapons Freely use all armor Gain one weapon of your choice
At tier 3 and tier 6, choose an ability from the Fantasy Genre Abilities list
Expert Combatant: You are trained in a specific weapon attack of your choice, such as swords, axes, or bows; or in a broader category of attacks, such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on. At tier 2, you can choose to become specialized in the same attack method you chose at tier 1, but you must gain the skill normally. At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 or another weapon skill you're already specialized in), but you must gain the skill normally. Enabler.
Expert, page (ref)
Press Advantage: When your damage-dealing attack roll is 17 or higher, you deal +1 damage with the attack. If you roll a 19 or 20, you inflict the extra damage regardless of whether you choose to deal additional damage or take a special minor or major effect. Enabler. Successive Attack (2 Speed or Might): If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach as an extra action on your turn. You can use this ability with melee attacks and ranged attacks. Enabler.
An attack made as an extra action on your turn (page (ref)) counts as a separate action for the purposes of modifying them with Effort.
Whenever an ability grants a choice between two Pools, each time you use that ability you can decide which of those two Pools to spend your points from. You can't split the cost between both Pools.
[!example]
Part of Dungeon Fantasy