Let's let the Fighter be the professional man-at-arms. Whether thug, barbarian, knight, or infantryman, the Fighter is someone who has dedicated themselves to general study of combat. They know all the weapons, all the armors, and spend a lot of time in chat rooms arguing over tactics and strategy.
The Specialist handles HD, XP, and combat rolls as a Cleric, and Saving Throws as a Fighter. They are restricted to leather armor and shields. They can wield any weapon, but may only use magic weapons appropriate for non-Fighters, or which relate to their Combat Advantage.
The Specialist chooses one aspect of combat for their specialization. When determining outcomes relating to their Advantage, the Specialist rolls two dice and takes the higher result.
The Specialist gains a new Advantage every odd-numbered level. If they take the same advantage over again, they roll an additional die when determining results.
Goblin Hunter. Advantaged rolls to hit, damage, and parlay with goblins, hobgoblins, and bugbears. Can use magic weapons with a bonus against goblins.
Guerrilla. Advantaged rolls to ambush an opponent, and to hit and damage a surprised opponent.
All Advantages are subject to GM approval. If, at any time, the GM decides an Advantage is too broad, she may either reduce its scope or assign the character a Disadvantage, requiring the player to take the lower of two rolls.
|Combat||Experience||Saving Throw Versus|