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.
Download the Winner Fighter character sheets here.
This build is called the winner, because it matters little if you miss as every roll is a winner hit or miss. Focusing on turning every miss into a win, this fighter build also uses talents and manoeuvres that get you extra attacks. This fighter uses a longsword in one hand and a warhammer in the off-hand.
Your tactics are simple—get into melee combat and stay there. You are tough enough to stick it out when the going gets rough, and when you miss you use your manoeuvres to get second chances at attacks or expand your crit range. You don’t have any way to heal yourself (invest in some healing potions) but you shouldn’t need it, especially if you remind the party healers that you are taking the brunt for them.
Look out for counter-attack, it’s tricky as it requires you to keep escalation die values and enemy attack rolls in mind, but if you pay attention you’ll get some free attacks outside the normal turn order.
For the rest of your talents and manoeuvres just make your attack roll and see where it takes you. If you hit, great… and it matters little if you miss because every roll is a winner.
Once per battle after you drop an enemy make a second melee attack as a free action.
Once per battle make a second attack after your first misses.
When the escalation die is even, and an enemy misses you with an odd melee attack roll you get to make a basic melee attack against them.
The half-elf’s surprising power lets you drop your natural attack roll down by 1, a once per battle trick useful for turning an odd miss into an even miss or vise-versa.
Strength is key for your attacks, and Constitution for your hit points: Str 17 (+3) Con 17 (+3) Dex 15 (+2) Int 10 (0) Wis 10 (0) Cha 8 (-1).
Attributes: Str 17 (+3) Con 17 (+3) Dex 15 (+2) Int 10 (0) Wis 10 (0) Cha 8 (-1)
Racial Power: Surprising
Talents: comeback strike, skilled intercept, counter-attack
Manoeuvres: brace for it, grim intent, heavy blows
New manoeuvre (two-weapon pressure), new feat (comeback strike).
New feat (brace for it).
+1 to three attributes (Strength, Constitution, Dexterity), new manoeuvre (carve an opening), new feat (toughness).
New feat (two-weapon pressure).
New talent (tough as iron), new manoeuvre (hero’s skill), new feat (carve an opening).
+1 to three attributes (Strength, Constitution, Dexterity), new feat (cleave).
New manoeuvre (steady now), new feat (steady now).
New feat (strong recovery).
+1 to three attributes (Strength, Constitution, Dexterity), new manoeuvres (hack & slash)