Fighter
Slide & Dice
Gain a talent related to your martial training, and gain expertise in that talent.
Core Feats
Adrenaline Rush
You’re proficient with light, medium, and
In the heat of battle, you can push yourself further than other combatants. You gain a number of adrenaline points equal to your
- 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
- When you use the Brace technique, spend an adrenaline point in place of its fatigue cost.
Using an adrenaline point takes
When you spend an adrenaline point, you gain
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
You learn a number of non-rare techniques equal to twice your
Choose two fighting styles, which you can change as part of your
- 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).