Fighters are people who have trained themselves in the art of combat and are considered a very common and broad class. Individual fighters have diverse backgrounds and different styles. Bodyguards, adventurers, former soldiers, invading bandit kings, or master swordsmen are all fighters, yet they come from all walks of life and backgrounds and often find themselves on very different alignments, goals, and sides in a conflict.
Fighters are masters at close combat, though some fighters also use ranged weapons when unable to rely on their close quarter weapons.
There are different types of Fighter variants depending on their combat discipline:
Tank: The Fighter favors heavy armor and heavy weapons over the light variant and strays from the use of ranged weapons and speed. Sometimes nicknamed "The Turtle Knight".
Guardian: The Fighter has trained himself/herself in the 5 Great Disciplines: Power, Speed, Wits, Integrity and Wisdom. This Fighter often wears medium or even light armor and wields 1 handed weapons in 1 hand and a shield on the other.
Nimble: The Fighter relies heavily on speed and fast reflexes to take down his/her enemies, straying from the use of heavy equipment and strength, using two weapon fighting techniques and ranged weapons. Often known as the "Ranger Hybrid".
- Tank: Strength, Constitution
- Guardian: Intelligence, Constitution
- Nimble: Dexterity, Constitution
Bonuses: Gains a +2 to Taunt, Craft armor, Craft Weapon, Bluff and Heal
Racial limitations: any
XP per level (multiplied by 2 after each level): 2000
(Although these techs apply to all weapons, we shall use a sword as an example)
Cross slash - A 3d20 hit attack which causes (weapon damage X character LVL per successful roll) points of damage to the target. -8 TP
Tiger Blade - A 2d20 hit attack composed of a rising slash following a downward landing slash which both cause (weapon damage X character LVL per successful roll). -10 TP
Rising Strike - a 2d20 rising slash attack that deals (weapon damage X character LVL per successful hit) points of damage to the target. -12 TP
- Havok - when both Rising Strike hits are done on criticals, the fighter then jumps and follows up with a downward slash which knocks the enemy to the ground leaving the target in a knockdown phase for 1d4xLVL rounds.
Braver - A jumping and descending slash which deals 2d12xLVL points of damage to the opponent.
Climhazard - A piercing attack following a cleave that goes up through the body that when hit causes 1d12xLVL points of damage and causes enemy to take 1d10 points of bleeding damage for 1d12 rounds from the cleave. (all bonuses from your character cannot be used when using this attack)