TEXT: Maneuvers
  cLass Features *  taLents
  Customizable Character Class Deck
  compatible with 13th Age™, and Th e Archmage Engine™ 
  Fighter card Deck
  Design by  Kazekami — kazekami303@gmail.com
  Version  1.1 — May 2014
  legAl notice
  Th is Fighter Card Deck uses trademarks and /or copyrights 
  owned by Fire Opal Media, which are used under the 
  Fire Opal Media, 13th Age Community Use Policy. We are 
  expressly prohibited from charging you to use or access 
  this content. Th is Fighter Card Deck is not published, 
  endorsed, or specifi cally approved by Fire Opal Media.
  For more information about Fire Opal Media’s 13th Age 
  Community Use Policy, please visit:
  www.fi	reopalmedia.com/communityuse
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  licensed under the Open Game license.
  FIghter
  carD Deck
  FIghter
  carD Deck
  
  Fighter Maneuver Level 1
  Brace For It
  Melee AttAck 
  Flexible
  Triggering roll:
  Any miss
  eFFect
  Until the end of your next turn, the first critical hit  
  you take from a melee attack becomes a normal hit 
  instead.
  Adventurer FeAt 
  leArned *
  Brace for it now works against a critical hit from  
  any type of attack.
  chAMpion FeAt 
  leArned *
  Brace for it works against any number of critical hits 
  before your next turn.
  Fighter Maneuver Level 1
  Brace For It
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 1
  carve an openIng
  Melee AttAck 
  Flexible
  Triggering roll:
  Any odd roll
  eFFect
  Your crit range with melee attacks expands by  
  a cumulative +1 this battle until you score a melee  
  critical hit. When you score a melee critical hit,  
  your crit range drops back to normal.
  chAMpion FeAt 
  leArned *
  The crit range bonus from carve an opening is +2 
  instead of +1.
  Fighter Maneuver Level 1
  carve an openIng
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 1
  DeaDLy assauLt
  Melee or rAnged AttAck 
  Flexible
  Triggering roll:
  Any even hit
  Champion feat 
  also on:
  nATurAl 17+
  eFFect
  Reroll any 1s from your damage roll.  
  You’re stuck with the rerolls.
  Adventurer FeAt 
  leArned *
  Now you can reroll both 1s and 2s  
  with deadly assault.
  chAMpion FeAt 
  leArned *
  Deadly assault now also triggers on a natural 17 +
  Fighter Maneuver Level 1
  DeaDLy assauLt
  Flexible MAneuver
  Melee or rAnged AttAck
  
  Fighter Maneuver Level 1
  DeFensIve FIghtIng
  Melee AttAck 
  Flexible
  Triggering roll:
  nATurAl 16 +
  with a shield 
  also on:
  Any even roll
  eFFect
  Gain a +2 bonus to AC until the end of your next turn.
  Adventurer FeAt 
  leArned *
  You also gain the bonus to Physical Defense.
  chAMpion FeAt 
  leArned *
  The bonus increases to +3.
  epic FeAt 
  leArned *
  You also gain the bonus to Mental Defense.
  Fighter Maneuver Level 1
  DeFensIve FIghtIng
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 1
  grIM Intent
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even miss
  eFFect
  The next time you would deal miss damage with a 
  melee attack, add a WEAPON die to that damage.
  At 5th level, instead add 2 total WEAPON dice.
  At 8th level, instead add 3 total WEAPON dice. 
  Fighter Maneuver Level 1
  grIM Intent
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 1
  heavy BLows
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even miss
  Champion feat 
  and 2h-weapon:
  Any miss
  eFFect
  You gain a bonus to your miss damage with that attack 
  equal to the escalation die.
  chAMpion FeAt 
  leArned *
  If you attacked with a two-handed weapon,  
  heavy blows can trigger on any miss, odd or even.
  epic FeAt 
  leArned *
  The bonus instead equals double the escalation  
  die with a one-handed weapon, or triple it with  
  a two-handed weapon.
  Fighter Maneuver Level 1
  heavy BLows
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 1
  precIsIon attack
  Melee AttAck 
  Flexible
  Triggering roll:
  Any hit 16 +
  eFFect
  You gain a bonus to the damage roll equal  
  to your Dexterity modifier.
  At 5th level, the damage bonus increases  
  to double your Dexterity modifier.
  At 8th level the damage bonus increases  
  to triple your Dexterity modifier.
  Adventurer FeAt 
  leArned *
  You can now use precision attack with a ranged attack.
  Fighter Maneuver Level 1
  precIsIon attack
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 1
  seconD shot
  rAnged AttAck 
  Flexible
  Triggering roll:
  nATurAl 16 +
  eFFect
  After this attack, you can make a basic ranged attack 
  with the same weapon (as long as it’s not a weapon 
  that takes a quick action to reload or draw) with a 
  –4 attack penalty.
  You can’t use any maneuvers with the second attack.
  chAMpion FeAt 
  leArned *
  The second shot attack penalty is −2 instead.
  Fighter Maneuver Level 1
  seconD shot
  Flexible MAneuver
  rAnged AttAck
  
  Fighter Maneuver Level 1
  shIeLD Bash
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even roll
  Special:	You	must	be	using	a	shield.
  eFFect
  The target pops free from you after the attack  
  (does not allow opportunity attacks).
  Adventurer FeAt 
  leArned *
  If the target is also engaged with any of your allies,  
  you can have it pop free from them as well.
  chAMpion FeAt 
  used'
   leArned *
  Once per battle, you can also daze the target (save ends) 
  of your shield bash attack, if that enemy is staggered. 
  Fighter Maneuver Level 1
  shIeLD Bash
  Flexible MAneuver
  Melee AttAck
  dAzed
  You take a − 4 penalty to attacks.
  stAggered
  When you are reduced to half your hit points or fewer, 
  you’re staggered.
  
  Fighter Maneuver Level 1
  two-weapon pressure
  Melee AttAck 
  Flexible
  Triggering roll:
  Any miss
  Special:	You	must	be	using	a	weapon	in	each	hand.
  eFFect
  Until the end of your next turn, you gain a  
  +2 melee attack bonus against the target.
  Adventurer FeAt 
  leArned *
  The bonus increases to +4.
  Fighter Maneuver Level 1
  two-weapon pressure
  Flexible MAneuver
  Melee AttAck
  two-weApon Fighting
  You fight as normal, generally using the weapon in your 
  main hand to attack. If your attack roll is a natural 2, 
  you can reroll the attack but must use the reroll.
  
  Fighter Maneuver Level 3
  hack & sLash
  Melee AttAck 
  Flexible
  Triggering roll:
  Escalation die 2 +
  Any even roll
  Special:	You	can	use	this	maneuver	only		
  once	per	round.
  eFFect
  Make another melee weapon attack against a  
  different target. 
  Fighter Maneuver Level 3
  hack & sLash
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 3
  Make ’eM FLInch
  rAnged AttAck 
  Flexible
  Triggering roll:
  Any even miss
  eFFect
  Add the higher modifier from your Strength  
  or Dexterity to the miss damage.
  At 5th level the damage bonus increases  
  to double your chosen modifier.
  At 8th level the damage bonus increases  
  to triple your chosen modifier. 
  Fighter Maneuver Level 3
  Make ’eM FLInch
  Flexible MAneuver
  rAnged AttAck
  
  Fighter Maneuver Level 3
  punIsh theM
  Melee AttAck 
  Flexible
  Triggering roll:
  Any hit 16 +
  Special:	You	can	use	this	maneuver	only	when		
  	
  you	make	an	opportunity	attack.
  eFFect
  The target is dazed until the end of its turn.
  Adventurer FeAt 
  leArned *
  If the target was moving, it stops moving  
  and loses the rest of its move action.
  chAMpion FeAt 
  leArned *
  The dazed effect is now save ends.
  epic FeAt 
  leArned *
  The target is now weakened (save ends)  
  instead of dazed. 
  Fighter Maneuver Level 3
  punIsh theM
  Flexible MAneuver
  Melee AttAck
  dAzed
  You take a − 4 penalty to attacks.
  weAkened
  You take a − 4 penalty to attacks and to defenses.
  
  Fighter Maneuver Level 3
  steaDy now
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even miss
  eFFect
  You gain temporary hit points equal to your  
  Constitution modifier.
  chAMpion FeAt 
  leArned *
  The temporary hit points increase to double your 
  Constitution modifier. 
  Fighter Maneuver Level 3
  steaDy now
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 3
  strong guarD
  Melee AttAck 
  Flexible
  Triggering roll:
  Any miss
  Special:	You	must	be	using	a	shield.
  eFFect
  One ally next to you (including an ally engaged with  
  the same enemy as you) gains a +2 AC bonus until  
  the start of your next turn or until you are no longer 
  next to them.
  chAMpion FeAt 
  leArned *
  The bonus also applies to PD.
  epic FeAt 
  leArned *
  The bonus increases to +3. 
  Fighter Maneuver Level 3
  strong guarD
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 5
  a Dozen cuts
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even hit
  eFFect
  The target also takes ongoing damage equal to double 
  your Dexterity modifier, or triple it at 8th level.
  chAMpion FeAt 
  used'
   leArned *
  Once per battle, you can trigger a dozen cuts  
  with a natural odd hit. 
  Fighter Maneuver Level 5
  a Dozen cuts
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 5
  hero’s skILL
  Melee or rAnged AttAck 
  Flexible
  Triggering roll:
  Any even miss
  eFFect
  Add +2 to the attack roll, then halve any damage 
  dealt by the attack if it hits.
  chAMpion FeAt 
  leArned *
  Add +4 to the attack roll instead of +2.
  epic FeAt 
  leArned *
  The damage is no longer halved on a hit  
  after using hero’s skill.
  Fighter Maneuver Level 5
  hero’s skILL
  Flexible MAneuver
  Melee or rAnged AttAck
  
  Fighter Maneuver Level 5
  sworD Master’s 
  antIcIpatIon
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even roll
  Special:	You	must	have	the	Skilled Intercept	talent		
  	
  to	use	this	maneuver.
  eFFect
  The next time you use Skilled Intercept this battle,  
  your Skilled Intercept save automatically succeeds. 
  Fighter Maneuver Level 5
  sworD Master’s 
  antIcIpatIon
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 7
  never surrenDer
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even roll
  eFFect
  You can roll a save against a save ends effect.
  epic FeAt 
  leArned *
  You gain a +2 bonus to the save.
  Fighter Maneuver Level 7
  never surrenDer
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 7
  spInnIng charge
  Melee AttAck 
  Flexible
  Triggering roll:
  Any even hit
  Special:	You	must	have	moved	before	the	attack.
  eFFect
  After dealing damage, you can pop free from the target, 
  move to a different nearby enemy, and make a basic 
  melee attack against that enemy.
  You can’t use any maneuvers with the second attack, 
  and it deals only half damage.
  epic FeAt 
  leArned *
  If the escalation die is 3+, the second spinning charge 
  attack deals full damage. 
  Fighter Maneuver Level 7
  spInnIng charge
  Flexible MAneuver
  Melee AttAck
  
  Fighter Maneuver Level 7
  sworD oF DestIny
  Melee AttAck 
  Flexible
  Triggering roll:
  nATurAl 20
  Epic feat 
  also on:
  Escalation die 3 +
  nATurAl 18 +
  eFFect
  You can heal using a free recovery.
  epic FeAt 
  leArned *
  If the escalation die is 3+, you can now trigger  
  sword of destiny with a natural 18 +. 
  Fighter Maneuver Level 7
  sworD oF DestIny
  Flexible MAneuver
  Melee AttAck
  heAl using A Free recovery
  You can recover hit points as if you were using a 
  recovery (without actually spending the recovery).
  
  Fighter Maneuver Level 9
  coMBat Mastery
  Melee AttAck 
  Flexible
   
  once per bAttle
  Triggering roll:
  nATurAl 16 +
  Epic feat  
  also on:
  Any even hit
  Special:	You	can	use	this	maneuver	only		
  	
  once	per	battle.
  eFFect
  Increase the escalation die by 1.
  epic FeAt 
  leArned *
  Combat mastery now also triggers on  
  any natural even hit.
  Fighter Maneuver Level 9
  coMBat Mastery
  Flexible MAneuver used
  once per bAttle
  
  Fighter Maneuver Level 9
  set ’eM up
  Melee AttAck 
  Flexible
  Triggering roll:
  Any hit 16 +
  eFFect
  The crit range of your attacks against the target  
  expands by 3 (generally 17+) until the end of the  
  battle (cumulative).
  epic FeAt 
  leArned *
  The crit range bonus from set ’em up now also applies 
  to any ally who attacks the target while you are engaged 
  with it. 
  Fighter Maneuver Level 9
  set ’eM up
  Flexible MAneuver
  Melee AttAck
  
  Fighter class Features
  threatenIng
  clAss FeAture
  eFFect
  Whenever an enemy attempts to disengage from you, 
  it takes a penalty to its check equal to your Dexterity or 
  Constitution modifier, whichever is higher.
  The penalty doesn’t apply if you are stunned, grabbed, 
  or otherwise incapable of making an opportunity 
  attack.
  Adventurer FeAt 
  leArned *
  Whenever an enemy fails to disengage from you, you 
  also deal damage to that enemy equal to your Dexterity 
  or Constitution modifier.
  At 5th level, damage is double the modifier.
  At 8th level, triple the modifier.
  chAMpion FeAt 
  leArned *
  Whenever a non-mook enemy fails to disengage from 
  you, it’s vulnerable to your attacks for the rest of the 
  battle. 
  Fighter class Features
  extra tough
  clAss FeAture
  eFFect
  You start with nine recoveries instead of the usual eight.
  Adventurer FeAt 
  leArned *
  Increase your total recoveries by 1.
  FLexIBLe attacks
  Flexible attacks allow you choose your target first,  
  make your attack roll, and then use the natural  
  unmodified die result to determine which of your 
  eligible flexible attacks to use. You still use the  
  modified roll to determine whether or not you hit,  
  but your flexible attacks trigger off the natural result  
  on the die sitting in front of you.
  You can only use one flexible attack at a time.
  You can’t use a flexible attack when you make  
  an opportunity attack.
  If you have some attacks that are flexible and  
  some that are not, declare whether you are  
  making a flexible attack or a specific non-flexible 
  attack before you roll.
  •
  •
  •
  
  Fighter talent
  cLeave
  tAlent 
  once per bAttle
  Free Action
  Trigger:	One	of	your	melee	attacks		
  	
  drops	an	enemy	to	0	hit	points.
  eFFect
  Once per battle, make	a	fighter	melee	attack as a free 
  action after one of your melee attacks drops an enemy 
  to 0 hit points.
  Adventurer FeAt 
  leArned *
  If you have your move action available, you can use it 
  before making your Cleave attack to reach an enemy 
  you are not already engaged with.
  chAMpion FeAt 
  used'
   leArned *
  You can use Cleave twice each battle, but only  
  once a round.
  epic FeAt 
  leArned *
  You gain a +4 attack bonus with your Cleave attacks.
  Fighter talent
  cLeave
  tAlent used
  once per bAttle
  
  Fighter talent
  coMeBack strIke
  tAlent 
  once per bAttle
  Free Action
  Trigger:	Your	first	fighter	attack	during		
  	
  your	turn	misses.
  eFFect
  Once per battle as a free action, make	another	attack	
  with	a	−2	penalty after your first fighter attack during 
  your turn misses.
  Adventurer FeAt 
  leArned *
  You no longer take the –2 penalty to your  
  Comeback Strike attacks.
  chAMpion FeAt 
  used'
   leArned *
  Once per day, you can use Comeback Strike  
  twice in a battle.
  epic FeAt 
  leArned *
  You gain a +4 attack bonus with your  
  Comeback Strike attacks. 
  Fighter talent
  coMeBack strIke
  tAlent used
  once per bAttle
  
  Fighter talent
  counter-attack
  tAlent 
  once per round
   
  (champion feat: once per turn)
  Free Action
  Trigger:	Escalation	die	is	even	and	an	enemy	misses		
  	
  you	with	a	natural	odd	melee	attack	roll.
  eFFect
  Once per round when the escalation die is even and an 
  enemy misses you with a natural odd melee attack roll, 
  you can make	a	basic	melee	attack	dealing	half	damage	
  against	that	enemy as a free action. (The attack can’t use 
  any limited abilities or flexible attack maneuvers.)
  Adventurer FeAt 
  leArned *
  Your Counter-Attack attack now deals full damage.
  chAMpion FeAt 
  leArned *
  You can use Counter-Attack once per turn instead of 
  once per round (in effect, you’re free to Counter-Attack 
  once per enemy turn).
  epic FeAt 
  leArned *
  You can now use Counter-Attack when the  
  escalation die is 3 +. 
  Fighter talent
  counter-attack
  tAlent
  once per round
  
  Fighter talent
  DeaDeye archer
  tAlent
  eFFect
  Your attacks with d 8 ranged weapons (heavy crossbow, 
  longbow) now deal d10 damage per level.
  Your attacks with d 6 ranged weapons (light crossbow, 
  shortbow) now deal d 8 damage per level. 
  In addition, your misses with basic ranged attacks 
  deal damage equal to your level.
  Adventurer FeAt 
  leArned *
  If you spend a quick action to aim before making a 
  ranged basic attack, add your Dexterity modifier to 
  the damage if you miss.
  chAMpion FeAt 
  used'
   leArned *
  Once per battle, expand your crit range with a fighter 
  ranged attack by 4 (usually to 16 +) for that attack. 
  Declare you’re using this feat power before you roll 
  the attack.
  epic FeAt 
  leArned *
  Your crit range with ranged weapon attacks  
  expands by 1 (usually to 19 +). 
  Fighter talent
  DeaDeye archer
  tAlent
  you can use the Deadeye Archer basic attacks card  
  instead of the standard fighter version.
  
  Fighter talent
  heavy warrIor
  tAlent 
  once per bAttle
  Free Action
  Trigger:	While	wearing	heavy	armor,	when	you	are		
  	
  hit	by	an	attack	that	targets	AC.
  eFFect
  Once per battle while wearing heavy armor, when you 
  are hit by an attack that targets AC, as a free action, you 
  can take	half	damage	from	that	attack instead.
  Adventurer FeAt 
  used'
   leArned *
  Once per day, you can use Heavy Warrior twice  
  in a battle (against different attacks).
  chAMpion FeAt 
  leArned *
  You can also use the power against an attack  
  that targets PD.
  epic FeAt 
  used'
   leArned *
  Once per day, you can reroll a recharge roll  
  for a magic armor power. 
  Fighter talent
  heavy warrIor
  tAlent used
  once per bAttle
  
  Fighter talent
  power attack
  tAlent 
  once per bAttle
  Trigger:	Before	you	roll	an	attack,	you	can	declare		
  	
  you’re	using	Power	Attack
  eFFect
  Once per battle before you roll an attack, you can 
  declare you’re using Power Attack to deal	additional	
  damage	with	that	attack	roll. If the attack hits, you  
  deal the following additional damage:
  Deal 1 d 4 additional damage per level if you are  
  using a one-handed weapon.
  Deal 1 d 6 additional damage per level if you are  
  using a two-handed weapon.
  •
  •
  Fighter talent
  power attack
  tAlent used
  once per bAttle
  Adventurer FeAt 
  leArned *
  You deal the additional Power Attack damage  
  even if the attack misses.
  chAMpion FeAt 
  used'
   leArned *
  One battle per day, you can use Power Attack  
  twice in the battle.
  epic FeAt 
  leArned *
  One-handed weapon damage using Power Attack 
  increases to 1 d 6 per level.
  Two-handed weapon damage using Power Attack 
  increases to 1 d 8 per level. 
  
  Fighter talent
  skILLeD Intercept
  tAlent 
  once per round
  Free Action
  eFFect
  Once per round as a free action, roll a normal save 
  (11+) to intercept an enemy who is moving to attack 
  one of your nearby allies. 
  You can pop free from one enemy to move and  
  intercept the attack. If you are engaged with more  
  than one enemy, the others can take opportunity 
  attacks against you.
  The moving enemy makes its attack with you as a  
  target instead. If you’re wearing heavy armor and the 
  attack hits, you only take half damage.
  Fighter talent
  skILLeD Intercept
  tAlent
  once per round
  Adventurer FeAt 
  leArned *
  You can pop free from up to two enemies  
  when using Skilled Intercept.
  chAMpion FeAt 
  leArned *
  You gain a bonus to your Skilled Intercept save  
  equal to the escalation die.
  epic FeAt 
  leArned *
  Enemies can’t make opportunity attacks against you 
  during your Skilled Intercept movement.
  
  Fighter talent
  tough as Iron
  tAlent 
  once per bAttle
  Quick Action
  eFFect
  Once per battle, you can rally using a quick action 
  instead of a standard action.
  Adventurer FeAt 
  used'
   leArned *
  Once per day, you can rally twice during a battle as 
  a quick action, without needing to roll a save for the 
  second rally.
  chAMpion FeAt 
  leArned *
  Increase your total number of recoveries by 2.
  epic FeAt 
  leArned *
  When you roll a natural 20 with an attack, you gain 
  an additional use of Tough As Iron this battle. 
  Fighter talent
  tough as Iron
  tAlent used
  once per bAttle
  rAlly
  Once a battle, you can use a standard action to rally, 
  spending one of your recoveries and regaining hit points 
  you have lost in combat.
  If you want to rally again later in the same battle, make 
  a normal save (11+). If you succeed, you can rally again 
  that battle. If you fail the save, you can take your turn 
  normally, but you can’t rally that round. 
  
  Fighter power progression
  power progressIon
  Fighter
  MAneuvers
  tAlents
  known
  pool AvAilAble
  Level	1
  3
  1st	level
  3
  Level	2
  4
  1st	level
  3
  Level	3
  4
  3rd	level
  3
  Level	4
  5
  3rd	level
  3
  Level	5
  5
  5th	level
  3
  Level	6
  6
  5th	level
  4
  Level	7
  6
  7th	level
  4
  Level	8
  7
  7th	level
  4
  Level	9
  7
  9th	level
  4
  	 Level	10
  8
  9th	level
  4
  Fighter power progression
  power progressIon
  Fighter weapon attack maneuvers deal damage based 
  on the fighter’s level. You also don’t have to keep 
  track of upgrading a 1st level maneuver into a 3rd level 
   maneuver, because all the maneuvers function at 
  your level.
  You can change which maneuvers you know and have 
  ready whenever you gain a level. 
  Fighters have flexible attacks called maneuvers;  
  you roll your attack and then choose which maneuver 
  you want the attack to use. You only get to use one 
  maneuver with each attack, so it’s usually best to 
  choose maneuvers with a few different triggering rolls.
  
  Fighter Basic attacks
  MeLee attack
  bAsic AttAck 
  At-will
  Target:	 One	enemy
  Attack:	 Strength	+	Level	vs.	AC
  hit
  Weapon + Strength damage
  Miss
  Damage equal to your level
  rangeD attack
  bAsic AttAck 
  At-will
  Target:	 One	enemy
  Attack:	 Dexterity	+	Level	vs.	AC
  hit
  Weapon + Dexterity damage
  Miss
  —
  ArMor And Ac
  Armor Type 
  None 
  Light 
  Heavy 
  Shield
  Base AC 
  10 
  13 
  15 
  +1
  Attack Penalty 
  — 
  — 
  — 
  —
  Fighter weapons
  MeLee weapons
  one-hAnded
  two-hAnded
  sMAll
  1 d 4 dagger
  1 d 6 club, staff
  light or siMple
  1 d 6  
  shortsword, hand axe
  1 d 8  
  spear
  heAvy or MArtiAl
  1 d 8  
  longsword, warhammer 
  1 d 10  
  greatsword, greataxe
  rangeD weapons
  thrown
  crossbow
  bow
  sMAll
  1 d 4  
  dagger
  1 d 4  
  hand crossbow
  —
  light or siMple
  1 d 6 
  javelin, axe
  1 d 6  
  light crossbow
  1 d 6 
  shortbow
  heAvy or MArtiAl
  —
  1 d 8 
  heavy crossbow
  1 d 8 
  longbow
  
  Deadeye archer Basic attacks
  MeLee attack
  bAsic AttAck 
  At-will
  Target:	 One	enemy
  Attack:	 Strength	+	Level	vs.	AC
  hit
  Weapon + Strength damage
  Miss
  Damage equal to your level
  rangeD attack
  bAsic AttAck 
  At-will
  Target:	 One	enemy
  Attack:	 Dexterity	+	Level	vs.	AC
  hit
  Weapon + Dexterity damage
  Miss
  Damage equal to your level
  ArMor And Ac
  Armor Type 
  None 
  Light 
  Heavy 
  Shield
  Base AC 
  10 
  13 
  15 
  +1
  Attack Penalty 
  — 
  — 
  — 
  —
  Deadeye archer weapons
  MeLee weapons
  one-hAnded
  two-hAnded
  sMAll
  1 d 4 dagger
  1 d 6 club, staff
  light or siMple
  1 d 6  
  shortsword, hand axe
  1 d 8  
  spear
  heAvy or MArtiAl
  1 d 8  
  longsword, warhammer 
  1 d 10  
  greatsword, greataxe
  rangeD weapons
  thrown
  crossbow
  bow
  sMAll
  1 d 4  
  dagger
  1 d 4  
  hand crossbow
  —
  light or siMple
  1 d 6 
  javelin, axe
  1 d 8  
  light crossbow
  1 d 8 
  shortbow
  heAvy or MArtiAl
  —
  1 d 10 
  heavy crossbow
  1 d 10 
  longbow
  
SOURCE: textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Kazekami decks/Fighter Deck v1.1/13th Age Fighter Deck Double_v1.1.pdf