flight-journal/6e/book/classes/fighter.gmi

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# Fighter
The Fighter is a pure warror type. The tools of their trade are their weapons, fists and other appendages. They do not have spells, magic or other kinds of feats, but they make up for that with their sheer potential for inflicting damage on anyone who threatens them or their party. They can also learn the fighting styles of worthy opponents.
## Basic Rules
Your basic attacks do d8 damage, and do not require a weapon (no matter what racial information says).
When you get a 12+ roll on attack with a remarkable weapon, you might impress, dismay or frighten your enemy.
When you deliver the killing blow to a worthy opponent, you learn from its fighting style. Decide which remarkable technique you want to take away and write it on your sheet. When you use that move, add 1 to your roll. You may have as many techniques memorized as you have levels.
## Advancements
* **Crafty** - Gain +1 Clever.
* **Indomitable** - Gain +1 Tough.
* **Genial** - Gain +1 Charm.
* **Worldly** - Take an advancement from another class.
* **Dangerous** - You deal +1 damage.
* **Sturdy** - When you roll your HP, keep one more die than you would otherwise.
* **Comrade** - When you roll to help someone, add one to your result.
* **Precise** - When you roll a 12+ to fight or shoot someone, you ignore their armor.
* **Soldier** - Armor takes up one fewer inventory slot for you.
* **Inspiring** - At any time, you may give HP to your allies.