Fighter

PrimaryPower HP21

Slide & Dice

Core Feats

Adrenaline Rush

You’re proficient with light, medium, and heavy armor, and with shields.

In the heat of battle, you can push yourself further than other combatants. You gain a number of adrenaline points equal to your Prowess, which you can spend to power extraordinary feats in combat. You can spend an adrenaline point to do one of the following:

Bulk Up
Regain a number of hit points equal to your +POWER when you Regroup.
Pump Up
Give yourself temporary hit points equal to your +POWER.
Second Wind
Reduce the AP required to Regroup by 1.
Brace
As a reaction when you’re hit by a weapon attack, gain resistance to physical damage until the start of your next turn.

Using an adrenaline point takes 1 AP unless it’s a reaction. You recover all spent adrenaline points as part of your daily preparations. You can only use one adrenaline point per turn.

When you spend an adrenaline point, you gain +1 AC until the start of your next turn.

When you take this feat, gain a talent related to your endurance or your drive to push past your limits, and gain expertise in that talent.

Martial Master

You’re proficient with martial weapons, and you maintain three weapon loadouts rather than the usual two. Choose a number of weapons equal to your Prowess with which you’re proficient: you gain mastery with them, and you can change your selection as part of your daily preparations.

You learn a number of non-rare techniques equal to twice your Prowess. You can have a number of them readied equal to your Prowess plus one, and can use a learned technique only while it’s readied. When you take the Prepare downtime activity, or as part of your daily preparations, you can swap one readied technique for another you’ve learned.

Choose two fighting styles, which you can change as part of your daily preparations:

Armored
+1 AC while wearing light, medium, or heavy armor.
Great Weapon Fighting
When you roll damage for an attack with a melee weapon with the two-handed or versatile property that you’re wielding with two hands, treat a 1 or a 2 on the damage die as a 3.
Archery
Gain +2 ongoing to attack rolls made with ranged weapons.
Two-Weapon Fighting
When you attack a creature with the attack granted by an agile weapon, the attack with your secondary weapon includes your ability score in its damage.
Dueling
When wielding a melee weapon in one hand and no other weapons, gain +2 ongoing to attack rolls made with it.

You’re also more adept at learning techniques and teaching the ones you know—reduce the countdown required to teach a technique by 2 (minimum 1), and the countdown to learn a technique from a scroll by 2 (minimum 1).

When you take this feat, gain a talent related to your martial mastery, and gain expertise in that talent.