THE FIGHTER
By ASH LAW
In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.
This time, we look at two different takes on the Fighter.
Fighters are far more complicated than barbarians to play, but if you like lots of mid-battle decisions and tricks to pull out of nowhere to astound your friends and terrify your enemies they are the class for you.
Fighters use flexible attacks and manoeuvres, and a large part of playing a fighter is choosing what flexible attack outcome works best for you at any given moment.
IRON-ARCHER FIGHTER
Download the Iron-Archer Fighter character sheets here.
The point of this build is to be as tough as possible: high hp, high AC, and as many ways to avoid damage as possible. As the build name suggests, you are a ranged tank: a big stack of hit points in a fancy metal can, with a bow.
Our maneuvers are all going to be selected based on how well they increase our survivability in battle. Your melee weapon is a warhammer, and you carry a shield to boost the AC from your already impressive heavy armor. However, you’ll be fighting with a longbow most of the time (so no shield)—being at range means you’ll hopefully avoid most damage while still dishing it out.
Tactically this build is selfish—all about survival rather than killing enemies or aiding allies. However, that means that if everything does go wrong, you’ll likely still be standing to either avenge the fallen or haul your allies off the battlefield. Don’t discount this build’s effectiveness though—staying power is an enviable quality in a fighter.
Talents
Deadeye Archer
Ranged damage dice go up one step (d8 to d10), and your miss damage with ranged weapons increases.
Heavy Warrior
Once per battle, rally using a quick action, a self-healing second-wind.
Tough as Iron
Tell a story to reroll icon dice.
Race
Halflings fare surprisingly well as fighters, with their small racial power giving a bonus to AC against opportunity attacks and their evasive power forcing enemies to reroll their attacks.
Attributes
Constitution is vital for hit points, and Dexterity for AC and PD (strength is needed to hit and damage, but that is a secondary concern with this build): Str 10 (0) Con 20 (+5) Dex 18 (+4) Int 8 (-1) Wis 8 (-1) Cha 8 (-1).
1st level
Attributes: Str 10 (0) Con 20 (+5) Dex 18 (+4) Int 8 (-1) Wis 8 (-1) Cha 8 (-1)
Racial Power: small, evasive
Talents: deadeye archer, heavy warrior, tough as iron
2nd level
New maneuver (brace for it), new feat (deadeye archer).
3rd level
New feat (heavy warrior).
4th level
+1 to three attributes (Strength, Constitution, Dexterity), new maneuver (make ‘em flinch), new feat (tough as iron).
5th level
New feat (heavy warrior).
6th level
New talent (power attack), new maneuver (steady now), new feat (tough as iron).
7th level
+1 to three attributes (Strength, Constitution, Dexterity), new feat (deadeye archer).
8th level
New maneuver (hero’s skill), new feat (tough as iron).
9th level
New feat (deadeye archer).
10th level
+1 to three attributes (Strength, Constitution, Dexterity), new maneuver (sword of destiny), new feat (hero’s skill).