Chapter 02 · Classes
Fighter
Portrait
The Fighter is the complete warrior: trained, disciplined, and equipped. It has neither the Barbarian's fury nor the Rogue's speed, but it is the only archetype with no structural weakness—three good Saves, a solid HP base, and no reserve left behind.
This is also the shield class, and shields are the game's best defense (see Martial Combat and Defenses). A parry converts an attack and a tick slot into defense, while dodging has its own reserve. This offsets a dodge reserve that begins at 1 without granting free actions.
Action Reserves
| Level | 1 | 3 | 5 | 7 | 9 |
|---|---|---|---|---|---|
| Attacks | 3 | 4 | 6 | 7 | 9 |
| Spells | 2 | 2 | 2 | 2 | 2 |
| General Actions | 3 | 4 | 6 | 7 | 9 |
| Dedicated Dodges | 1 | 1 | 2 | 2 | 3 |
Attacks and general actions advance together: both reserves grant the same number of tokens, and neither is secondary. At Level 1, a single slot per tick still forces the Fighter to do one thing at a time. From Level 3 onward, two slots allow the Fighter to drink a potion without ceasing to strike, open a door while holding the line, or raise an ally amid the melee. This is the class's mechanical signature.
The board stops at three slots per tick—nine over the round—but at Level 9 the Fighter has nine attacks and nine general actions: twice as many tokens as spaces. A Fighter never endures the composition of a round, but chooses it.
The two spell actions fit in any slot, including beside an attack, but finance only one Standard spell per round: casting, then release. A Fighter with a path of power therefore casts at most one spell per round without Quicken Spell.
Hit Points
Base 10 per point of Strength, doubled every two levels.
| Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| HP per Strength Point | 10 | 20 | 40 | 80 | 160 | 320 |
Saves and Speed
- Reflex, Will, and Fortitude: good. All three use 1d20 + attribute + level. Fighter is the only archetype with no named defensive gap.
- Speed: Trained. 30 ft at Level 1, rising to 65 ft at Level 9 and 130 at Level 10. Fighter keeps pace without ever leading, which is the price of versatility and why a horse still matters to the class; see Skilled Rider.
| Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| Speed per Tick | 30 ft | 35 ft | 45 ft | 55 ft | 65 ft | 130 ft |
Martial Experience
A character of this class becomes substantially more effective in martial combat through experience. They should develop a fighting style appropriate to their weapons, body, and history through organic progression. Basic Fighting Style provides a reliable benchmark when designing that style; it is not granted automatically.
Predilection Feats
Defense and battlefield control: Deflect Projectiles · Fortress · Shield Guard · Shield Bash · Greater Fortitude · Iron Will
Disciplined offense: Cleave · Brute Force Precision · Combat Tactics · Lightning Reload · Empty the Cylinder
Maneuvering: Skilled Rider · Heroic Reflex · Additional Time
Playing a Fighter
- Take a shield early and enchant it before your weapon. A shield can parry a spell up to two levels higher and then blocks half its damage.
- Your dodge reserve is short; attacks are your true defense. Any unspent attack can become a parry if your board still has an open slot.
- Compose your board. Your two main reserves provide equal tokens and exceed the available slots. Where others must choose, you can strike and act in the same instant. Objects, levers, and fallen allies are your terrain.