The fighter is the backbone of any fantasy role-play or LARP. Their ability to pick up a heavy weapon and inflict damage is their forte. Their skill trees center on improving their personal combat abilities. Some of the moves will be flashy, most will be very utilitarian, but it all boils down to “picking up a weapon and hitting something really, really hard”. Fighters start off with no real special bonuses but during their career, can accumulate a wide variety of skills to improve their performance.

Attack: High
Accuracy: Medium
Defense: High
Resistance: Low

Tough: High
Quick: Medium
Mind: Low

Hit Points: High
Maximum Energy Points at 20th Level: 116

Weapon Proficiencies:  All
Armor Proficiencies:  All

Allowed Alignments: Any

GRANTED ABILITIES

Fighting Style - Single Weapon

Tier 1

Fighter gains the Single Weapon Fighting Style (Fighter wields a weapon in one hand and no weapon in the other).  Fighting Styles are required for ability trees that are marked “Requires Fighting Style.”

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

SELECTABLE ABILITIES

Fighters gain selections at level 1,3,5 // 6-12 // 13-19 // 20

Extra HPs

This ability may be selected multiple times.

Tier 1 (School of the Tank)

Fighter gains a permanent addition of 3 HPs.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Save Bonus

These grant a bonus to the relevant save.  Bonuses must be taken in order and at their requisite Tier level.  However, for the purposes of EP cost they are all considered Tier 1 abilities.

Tier 1 – Tough Bonus (School of the Brute)

Fighter gains a +5 to Tough save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Quick Bonus

Fighter gains a +5 to Quick save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Mind Bonus

Fighter gains a +5 to Mind save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Damage Bonus

Tier 3 – Universal Damage Bonus (School of the Brute, Bladesinger)

Fighter deals +1 Damage with all weapons

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Attack / Accuracy Bonus

Fighter gains a cumulative bonus to Attack/Accuracy with all weapons.  Bonuses must be taken in order and at their requisite Tier level.  However, for the purposes of EP cost they are all considered Tier 1 abilities.  These bonuses stack with all Attack / Accuracy bonuses, including themselves.

Tier 1 – +5 Bonus (School of the Marksman)

Fighter gains a +5 Attack / Accuracy bonus with all weapons.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – +5 Bonus (total +10) (School of the Marksman)

Fighter gains an additional +5 Attack / Accuracy bonus with all weapons.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – +5 Bonus (total +15)

Fighter gains an additional +5 Attack / Accuracy bonus with all weapons.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – +5 Bonus (total +20)

Fighter gains an additional +5 Attack / Accuracy bonus with all weapons.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Study at the Feet of the Master

Tier 3

Fighters who possess this skill and master a Martial School may spend 7 EP to teach any ability in the prerequisite list for that School, or the Tier 4 ability of the School, to another Fighter (this requires ritual time to accomplish).  This ability may be taken multiple times to fulfill requirements (when needed – as indicated in the Martial School’s Requirement list).

Cost: 7 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Martial School Mastery

The following Schools are all Tier 4 abilities.  Fighter selects 1 School when this ability is selected.  Each represents devotion to a particular school of fighting, as indicated by the many prerequisites needed to gain access to the ability.  Some schools require greater devotion than others, with more time spent studying their ways.  This is represented by the need to take the Tier 3 “Study at the feet of the Master” ability multiple times.

Tier 4 – School of the Dervish

Fighter may make a single attack roll to attack all within reach of her Melee weapon.  This attack Negates any attempted parries.  If successful, all within reach are targeted, regardless of friend or foe.

Requirements: Weapon Mastery (Tier 1-3), Weapon Dancing (Tier 1-2), Berserk Fury (Tier 1-2), Rush, Study at the Feet of the Master
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – School of the Brute

Fighter’s is now immune to any Status: Held effects.  He simply flexes and breaks free of them with ease, regardless of the source.  Fighter also gains a +8 bonus to Sunder Item checks.

Requirements: Save Bonus: Tough, Berserk Fury (Tier 1-3), Damage Bonus (Tier 3), Knockback, Masterful Knockback, Sunder Item, Study at the Feet of the Master
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – School of the Tank

Fighter gains an AC bonus of +0(1) – which stacks with any other AC bonuses.  Further, her AC now protects against all sources of damage, completely negating the Bypass Armor effect.

Requirements: Armor Mastery (Tiers 1-3), Extra HP, Armor Smithing (Tier 1), Weapon + Shield Fighting Style, Draw Targeting, Study at the Feet of the Master (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – School of the Marksman

Fighter gains 2 extra Martial Actions per count, when using Ranged weapons.

Requirements: Targeting (Tiers 1-2), Attack/Accuracy bonus (x2), Weapon Mastery (Tiers 1-3), Study at the Feet of the Master (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – School of Panache

Fighter gains Initiative Effect (the ability to choose when during the count to act).  Fighter also gains an additional “acrobatic” Move of 3 (Movement: Simple+ 3).  This movement is in addition to her normal movement.  While moving in this fashion, Fighter may ignore obstacles, brush, people, etc.

Requirements: Weapon Dancing (Tiers 1-2), Natural Armor Class (Tiers 1-2), Disarm, Masterful Disarm, Barbarian Leap (Tier 1), Study at the Feet of the Master (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – School of the Bladesinger

Fighter gains an additional Ready action every count.  Fighter also gains a +1 Damage bonus, which stacks with other damage bonuses.

Requirements: Weapon Mastery (Tiers 1-3), Weapon Smithing (Tier 1-2), Weapon Smithing (Tier 3-Craft Quality Weapons), Damage Bonus (Tier 3), Study at the Feet of the Master (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Fighting Styles

Fighter may select any style from the Fighting Styles list below.  Fighting Styles are required for ability trees that are marked “Requires Fighting Style.”

Tier 1 – Fighting Style Selection (School of the Tank – Weapon + Shield Style)

This ability may be selected multiple times.  Fighter chooses 1 Fighting Style to learn from the following list:

  • Single Weapon (Fighter wields a weapon in one hand, and no weapon in the other)
  • Weapon + Shield (Fighter wields a weapon in one hand and shield in the other)
  • Heavy Weapon (Any weapon with the Heavy attribute listed on its item card)
  • Brawling (Fighter fights with natural weapons only)
  • Mounted Combat (Any time Fighter is riding a mount)
  • Double Weapons (Any weapon with the Double Weapon attribute listed on its item card)
  • Ranged Weapons (Bows, Crossbows, Slings, and Thrown Weapons)
  • Light/Light Two Weapon (Fighter wields a Light weapon in each hand – except shields)
  • Light/Medium Two Weapon (Fighter wields a Medium weapon in one hand and a Light weapon in the other)
  • Medium/Medium Two Weapon (Fighter wields a Medium weapon in each hand)
  • Exotic Weapons (Any weapon with the Exotic attribute listed on its item card)

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Fighting Style Knowledge - Requires Fighting Style

Fighter has studied counterattacks and weaknesses of her known Fighting Styles.

Tier 2 – Exploit Opening

Fighter spends EP to degrade one target’s Defense by -4 against Fighter’s attacks, when target is using a known Fighting Style.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: Attack vs. Defense(Mind): negates

Tier 3 – Gain Advantage

Fighter gains +1 Martial Action per count when acting against a target using a known Fighting Style.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Counter Fighting Style

Fighter spends EP to negate 1 target’s Fighting Styles – and abilities requiring Fighting Style.  This only applies to target’s Fighting Styles that are known by Fighter.

Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: Attack+Mind vs. Defense(Mind): negates

Weapon Dancer - Requires Fighting Style

Tier 1 – Defensive Kata (School of the Dervish, Panache)

Fighter gains a +6 bonus to Parry and Dodge actions when using a known Fighting Style.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Fancy Footwork (School of the Dervish, Panache)

Fighter spends EP to gain an extra Parry or Dodge Action.  Fighter may Parry missiles with this action.  This does not require an action, but may only be used once per count.

Cost: 7 EP
Activation: None, may only be used once per count.
Duration: Instant
Ability Check: None

Tier 3 – Impenetrable Defense

Fighter gains an extra Parry or Dodge Action.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Everlasting Defense

During any count in which Fighter uses at least 1 Parry or Dodge action, Fighter gains an additional General Action.  All Fighter’s Parries now Parry Missiles.

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Masterful Maneuvers - Requires Fighting Style

When selected, Fighter designates a Tier 1 Manuever from the Maneuvers tree.  This ability applies to the designated Maneuver.  This ability may be selected multiple times, each time applying to a different Tier 1 Maneuver.

Tier 2 (School of the Brute – Knockback, School of Panache – Disarm)

Fighter’s designated Maneuver now deals full weapon damage in addition to its listed effect, except for Riposte which deals weapon damage in place of the listed 1 damage.

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Signature Maneuver - Requires Fighting Style

Fighter must submit a request for the maneuver desired when registering for her next Phaze event after gaining this ability.  Request should include the “feel” of the maneuver, plus any pertinent details about the game effect that are important to the Fighter.

Tier 4 – Research Maneuver

Fighter may complete a quest to create or attain a signature maneuver.  The maneuver may be of any Tier.  When the quest is complete, this ability is replaced by the Signature Maneuver.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Weapon Mastery - Requires Fighting Style

Tier 1 – Weapon Focus (School of the Dervish, Marksman, Bladesinger)

Fighter gains a +5 bonus to Attack/Accuracy when using a known Fighting Style.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Weapon Expert (School of the Dervish, Marksman, Bladesinger)

Fighter gains +1 Damage when using a known Fighting Style.

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Weapon Finesse (School of the Dervish, Marksman, Bladesinger)

Fighter gains +5 to her Critical Success threshold, and -4 to her Critical Failure threshold when using a known Fighting Style.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Targeting - Requires Ranged Weapon Fighting Style

Tier 1 – Point Blank Shot (School of the Marksman)

Fighter’s Ranged weapons gain Range: Touch.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Far Shot (School of the Marksman)

Fighter’s Ranged weapons gain +3 Step distance to Short, Medium, and Long range categories.

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Natural Armor Class

Fighter gains an innate bonus to both Defense and Resistance. Fighter also gains an innate Damage Soak.  This DOES NOT stack with worn armor. Each Tier of this ability supersedes the last, replacing all ability text.

Tier 1 – Natural Light Armor (School of Panache)

Fighter gains AC +5(0) Defense / Resistance.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Natural Medium Armor (School of Panache)

Fighter gains AC +10(1) Defense / Resistance.

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Natural Heavy Armor

Fighter gains AC +15(2) Defense / Resistance.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Natural Complete Armor

Fighter gains AC +25(3) Defense / Resistance.

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Elite Guardsman

Fighter excels at Guarding others against harm. Normally, a Guard maneuver is directed against one target, gaining First Strike, and a successful attack moves the target to the edge of weapon’s reach, dealing 1 damage on critical hit.  This ability tree applies only to melee weapons.

Tier 2 – Wide Guard

Fighter’s Guards now affect all targets on a 2-step line, perpendicular to Fighter’s front.

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Powerful Guard

Fighter’s Guards now deal full weapon damage on all successful guard attacks.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Weapon Smithing

Fighter has studied the ways of the weapon smith, and may repair and make weapons of many varieties.  Fighter may select both Tier 3 abilities if desired, but both abilities require Tier 1 and Tier 2 as prerequisites.

Click here to see the Smithing List referenced by this tree

Tier 1 – Repair Weapon (School of the Bladesinger)

Fighter spends EP and Ritual time to repair one Sundered or Broken weapon.

Cost: 2 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None

Tier 2 – Craft Normal Weapon (School of the Bladesinger)

Fighter spends EP + EP equal to Item Level and Ritual time to create 1 normal weapon (see smithing list).

Cost: 7 EP + (Item Level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Craft Quality Weapon – Requires Tier 2 – Craft Normal Weapon (School of the Bladesinger)

Fighter spends EP + EP equal to Item Level and Ritual time to create 1 Quality weapon (see smithing list).

Cost: 14 EP + (Item Level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Craft Exotic Weapon – Requires Tier 2 – Craft Normal Weapon

Fighter spends EP + EP equal to Item Level and Ritual time to create 1 Exotic weapon (see smithing list).

Cost: 14 EP + (Item Level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Armor Smithing

Fighter has studied the ways of the armor smith, and may repair and make armors of many varieties.  Fighter may select both Tier 3 abilities if desired, but both abilities require Tier 1 and Tier 2 as prerequisites.

Click here to see the Smithing List referenced by this tree

Tier 1 – Repair Armor (School of the Tank)

Fighter spends EP and Ritual time to repair one Sundered or Broken armor.

Cost: 2 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None

Tier 2 – Craft Normal Armor

Fighter spends EP + EP equal to Item Level and Ritual time to create 1 normal armor (see smithing list).

Cost: 7 EP + (Item Level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Craft Quality Armor – Requires Tier 2 – Craft Normal Armor

Fighter spends EP + EP equal to Item Level and Ritual time to create 1 Quality armor (see smithing list).

Cost: 14 EP + (Item Level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Craft Exotic Armor – Requires Tier 2 – Craft Normal Armor

Fighter spends EP + EP equal to Item Level and Ritual time to create 1 Exotic armor (see smithing list).

Cost: 14 EP + (Item Level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Signature Weapon

Fighter may complete a quest to create or attain a signature weapon. This weapon inflicts +2 damage, acts as a magical weapon, and may add one descriptor from the following list of the fighter’s choice for the purposes of combat: [Fire] [Air] [Water] [Earth] [Lightning] [Acid] [Ice] [Magma] [Force]. Weapon is Unbreakable. This weapon may eventually gain intelligence and/or self-awareness at judge’s discretion.

Tier 4 – Signature Weapon

Fighter gains a Signature Weapon.  Weapon has 3 charges.  Spending a charge grants the weapon +2 damage and a Descriptor chosen at the time this ability is selected.  Weapon counts as magical when charge is active.  Weapon is always unbreakable.  Weapon begins each Phaze with fully restored charges.  If weapon is ever lost, it returns to Fighter at the beginning of the next Phaze.

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Armor Mastery

Tier 1 – Soak Bonus (School of the Tank)

Fighter’s armor (natural or worn) gains an AC bonus of +0(1).  This ability has no effect if Fighter is unarmored.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Coverage Bonus (School of the Tank)

Fighter’s armor (natural or worn) gains an AC bonus of +4(0) Defense / Resistance.  This ability has no effect if Fighter is unarmored.

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Maximum Coverage (School of the Tank)

Fighter’s armor (natural or worn) gains an AC bonus of +7(0) Defense / Resistance.  This ability has no effect if Fighter is unarmored.  This ability supersedes Tier 2.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Barbarian Leap

Tier 1 – Minor Leap (School of Panache)

Fighter spends EP to Move 3 steps by leaping (Movement: Simple+ 3).  While moving in this fashion, Fighter may ignore obstacles, brush, people, etc.

Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: None

Tier 2 – Effortless Leap

Fighter spends EP to Move 3 steps by leaping (Movement: Simple+ 3).  While moving in this fashion, Fighter may ignore obstacles, brush, people, etc.  This does not require an action, but may only be performed once per count.

Cost: 7 EP
Activation: None, may only be performed once per count
Duration: Instant
Ability Check: None

Tier 3 – Major Leap

Fighter spends EP to Move 5 steps by leaping (Movement: Simple+ 5).  While moving in this fashion, Fighter may ignore obstacles, brush, people, etc.  This does not require an action, but may only be performed once per count.

Cost: 14 EP
Activation: None, may only be performed once per count
Duration: Instant
Ability Check: None

Tier 4 – Heroic Leap

Fighter spends EP to Move 8 steps by leaping (Movement: Simple+ 8).  While moving in this fashion, Fighter may ignore obstacles, brush, people, etc.  This does not require an action, but may only be performed once per count.

Cost: 20 EP
Activation: None, may only be performed once per count
Duration: Instant
Ability Check: None

Rush

Tier 1 – Short Sprint (School of the Dervish)

Fighter spends EP to gain +1 Move.  This does not require an action, but may only be used once per count.

Cost: 2 EP
Activation: None, may only be used once per count
Duration: Instant
Ability Check: None

Tier 2 – Minotaur Rush

Fighter spends EP to gain +1 Move.  While moving in this fashion Fighter may move 1 target of up to Large size, which must be within Touch range, 1 step.  This does not require an action, but may only be used once per count.

Cost: 7 EP
Activation: None, may only be used once per count
Duration: Instant
Ability Check: Attack vs. Defense(Tough): negates Large target movement.

Berserk Fury

While in a Berserk Fury, Fighter gains many benefits, but at the cost of treating anyone not specially designated as an “ally” as an enemy to be destroyed.  Allies are safe from Fighter unless they touch Fighter.  Fighter will always target the closest non-ally for destruction, unless otherwise stated. To discharge a Berserk Fury, Fighter must spend a period of time recovering and make a Mind save (listed in Ability Check).  During the recovery period, Fighter may take no Martial actions and may not be touched by any non-allies.  If either of those criteria are not met, Fighter returns to Berserk Fury state.

Tier 1 – Anger (School of the Brute, Dervish)

Fighter spends EP and 3 actions to enter Berserk Fury, gaining +5 to Attack/Accuracy.  Fighter may designate 1 Ally.

Cost: 2 EP
Activation: 3 General Actions
Duration: Encounter; Recovery period is Ritual.
Ability Check: Resistance+Mind vs. CL 0: discharges Berserk Fury

Tier 2 – Rage (School of the Brute, Dervish)

Fighter spends EP and 2 actions to enter Berserk Fury, gaining +5 to Attack/Accuracy and +1 Damage to all weapons.  Fighter may designate 3 Allies.

Cost: 7 EP
Activation: 2 General Actions
Duration: Encounter; Recovery period is Ritual.
Ability Check: Resistance+Mind vs. CL 5: discharges Berserk Fury

Tier 3 – Fury (School of the Brute)

Fighter spends EP to enter Berserk Fury, gaining +5 to Attack/Accuracy and +1 Damage to all weapons.  When reduced to 0 HP, Fighter may make a Defense+Tough check to negate Death and continue to act.  Fighter must make this check each time damage is received while at 0 HP.  Damage is still recorded until Berserk Fury ends, which may result in negative HP.  Failure to heal back to a positive HP total results in Death when Berserk Fury ends.  Fighter may now choose to fixate on 1 target within Long range and ignore all other targets.  Fighter may designate 7 Allies.

Cost: 14 EP
Activation: General Action
Duration: Encounter; Recovery period is Ritual.
Ability Check: Resistance+Mind vs. CL 10: discharges Berserk Fury; Defense+Tough vs. CL 10: ignores 0 HP.

Tier 4 – Ruthless Aggression

Fighter spends EP to enter Berserk Fury, gaining +5 to Attack/Accuracy and +2 Damage to all weapons.  When reduced to 0 HP, Fighter may make a single Defense+Tough check to negate Death and continue to act, ignoring the effects of all future damage.  Damage is still recorded until Berserk Fury ends, which may result in negative HP.  Failure to heal back to a positive HP total results in Death when Berserk Fury ends.  Fighter may now choose to fixate on 1 target within Long range and ignore all other targets.  Fighter may designate an unlimited number of Allies.  This does not require an action.

Cost: 20 EP
Activation: None
Duration: Encounter; Recovery period is Instant.
Ability Check: Resistance+Mind vs. CL 15: discharges Berserk Fury; Defense+Tough vs. CL 10: ignores 0 HP.

Combat Maneuvers

Combat Maneuver abilities are all single selections, and may be taken in any order; none are prerequisite for any others.

Tier 1 – Knockback (School of the Brute)

Fighter spends EP and makes a melee attack to inflict Movement (2) on 1 target of up to Large size.  Target must be within Melee weapon range.

Cost: 2 EP
Activation: Attack action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): negates

Tier 1 – Disarm (School of Panache)

Fighter spends EP and makes a Martial attack to inflict Non Damage Attack: Disarm Weapon on 1 target.  Target must be within weapon range.

Cost: 2 EP
Activation: Attack action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): negates

Tier 1 – Daze

Fighter spends EP and makes a Martial attack to inflict Non Damage Attack: Stun on 1 target.  Target must be within weapon range.

Cost: 2 EP
Activation: Attack action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): negates

Tier 1 – Trip

Fighter spends EP and makes a melee attack to inflict Non Damage Attack: Trip on 1 target.  This means the target is knocked prone and must use its movement to stand up before moving.  Target must be within Melee weapon range.

Cost: 2 EP
Activation: Attack action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): negates

Tier 1 – Riposte

Fighter spends EP and to deal 1 Damage to attacker on a successful Parry.  Target must be within Melee weapon range.

Cost: 2 EP
Activation: With Parry action
Duration: Instant
Ability Check: Defense+Tough vs. Opponent’s Attack: negates

Tier 1 – Sap

Fighter spends EP and makes a touch attack to inflict Non-Damage Attack: Sleep on 1 target.  This means the target is unconscious and may not move or take actions.  Normal methods of waking a target may be attempted, granting the sleeping target an additional save against this effect. Target must be within Touch range and have AC 0 (0) Defense on their Head.

Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates

Tier 1 – Box Ears

Fighter spends EP and makes a touch attack to inflict Non-Damage Attack: Remove Sense (Hearing) on 1 target.  This means the target may not hear any sound for the remainder of the Encounter. Target must be within Touch range and have AC 0 (0) Defense on their Head.

Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates

Tier 1 – Hamstring Strike

Fighter spends EP and makes a melee attack to inflict Buff: Movement (-1) on 1 target.  This means the target suffers -1 Movement for the remainder of the Encounter. Target must be within Melee weapon range.

Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates

Tier 2 – Stun

Fighter spends EP and makes a Martial attack to inflict Non Damage Attack: Stun on 1 target.  Target must be within weapon range.

Cost: 7 EP
Activation: Attack action
Duration: Encounter
Ability Check: Attack+Tough vs. Defense(Tough): negates

Tier 2 – Draw Targeting (School of the Tank)

Fighter spends EP to force all opponents (as defined by Fighter) to target Fighter, if capable of legally doing so.

Cost: 7 EP
Activation: Instant
Duration: Encounter
Ability Check: Accuracy+Mind vs. Defense(Mind): negates

Tier 2 – Improvised Thrown Weapon

Fighter’s weapons with Range: Touch gain Range: Short, except for natural weapons.  This does not require an action.

Cost: 7 EP
Activation: None
Duration: Instant
Ability Check: None

Tier 2 – Sunder Item (School of the Brute)

Fighter spends EP and makes a melee attack to Sunder 1 Item.  Sundered items are broken, and useless until repaired.

Cost: 7 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Item CL: negates