TEXT: Page 
  Print on card-stock paper, and cut along the black crop marks (works best with a sharp utility knife or paper/photo 
  trimmer). Fold at the grey dash line, and glue them back-to-back.
  You can also laminate the cards using laminating pouches in A7 format (card size: 74 mm × 05 mm). But then 
  please use normal paper, and don’t glue them, because this would kill your laminatior !
  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
  For more information about Fire Opal Media 
  and 13th Age products, please visit: 
  www.fi	reopalmedia.com and 
  www.pelgranepress.com
  licensed under the Open Game license.
  FIghter
  carD Deck
  FIghter
  carD Deck
  Fighter Maneuver Level 1
  Brace For It
  Melee AttAck
  Flexible
  Triggering roll:
  Anymiss
  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
  
  Page 
  Fighter Maneuver Level 1
  Carve an OpenIng
  Melee AttAck
  Flexible
  Triggering roll:
  Anyodd 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:
  Anyeven hit
  Champion feat 
  also on:
  nATurAl17+
  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
  
  Page 
  Fighter Maneuver Level 1
  DeFensIve FIghtIng
  Melee AttAck
  Flexible
  Triggering roll:
  nATurAl 16+
  with a shield 
  also on:
  Anyeven 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:
  Anyeven 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
  
  Page 4
  Fighter Maneuver Level 1
  Heavy BLows
  Melee AttAck
  Flexible
  Triggering roll:
  Anyeven miss
  Champion feat
  and 2h-weapon:
  Anymiss
  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:
  Anyhit 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
  
  Page 5
  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:
  Anyeven 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.
  
  Page 
  Fighter Maneuver Level 1
  Two-weapon pressure
  Melee AttAck
  Flexible
  Triggering roll:
  Anymiss
  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:
  EscalationDie 2+
  Anyeven 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
  
  Page 7
  Fighter Maneuver Level 3
  Make ’eM FLInch
  rAnged AttAck
  Flexible
  Triggering roll:
  Anyeven 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:
  Anyhit 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.
  
  Page 
  Fighter Maneuver Level 3
  SteaDy Now
  Melee AttAck
  Flexible
  Triggering roll:
  Anyeven 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:
  Anymiss
  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
  
  Page 
  Fighter Maneuver Level 5
  A Dozen Cuts
  Melee AttAck
  Flexible
  Triggering roll:
  Anyeven 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:
  Anyeven 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
  
  Page 0
  Fighter Maneuver Level 5
  sworD Master’s 
  antIcIpatIon
  Melee AttAck
  Flexible
  Triggering roll:
  Anyeven 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:
  Anyeven 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
  
  Page 
  Fighter Maneuver Level 7
  SpInnIng Charge
  Melee AttAck
  Flexible
  Triggering roll:
  Anyeven 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:
  nATurAl20
  Epic feat
  also on:
  EscalationDie 3+
  nATurAl18+
  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).
  
  Page 
  Fighter Maneuver Level 9
  CoMBat Mastery
  Melee AttAck
  Flexible
  once per bAttle
  Triggering roll:
  nATurAl16+
  Epic feat 
  also on:
  Anyeven 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:
  Anyhit 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
  
  Page 
  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
  
  Page 4
  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
  
  Page 5
  Fighter Talent
  DeaDeye archer
  tAlent
  eFFect
  Your attacks with d8 ranged weapons (heavy crossbow, 
  longbow) now deal d10 damage per level.
  Your attacks with d6 ranged weapons (light crossbow, 
  shortbow) now deal d8 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
  
  Page 
  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 1d4 additional damage per level if you are 
  using a one-handed weapon.
  Deal 1d6 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 1d6 per level.
  Two-handed weapon damage using Power Attack
  increases to 1d8 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.
  
  Page 7
  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 1stlevel maneuver into a 3rdlevel 
  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.
  
  Page 
  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
  1d4 dagger
  1d6 club, staff
  light or siMple
  1d6
  shortsword, hand axe
  1d8
  spear
  heAvy or MArtiAl
  1d8
  longsword, warhammer 
  1d10 
  greatsword, greataxe
  RangeD Weapons
  thrown
  crossbow
  bow
  sMAll
  1d4
  dagger
  1d4
  hand crossbow
  —
  light or siMple
  1d6
  javelin, axe
  1d6
  light crossbow
  1d6
  shortbow
  heAvy or MArtiAl
  —
  1d8
  heavy crossbow
  1d8
  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
  1d4 dagger
  1d6 club, staff
  light or siMple
  1d6
  shortsword, hand axe
  1d8
  spear
  heAvy or MArtiAl
  1d8
  longsword, warhammer 
  1d10 
  greatsword, greataxe
  RangeD Weapons
  thrown
  crossbow
  bow
  sMAll
  1d4
  dagger
  1d4
  hand crossbow
  —
  light or siMple
  1d6
  javelin, axe
  1d8
  light crossbow
  1d8
  shortbow
  heAvy or MArtiAl
  —
  1d10
  heavy crossbow
  1d10
  longbow
  
SOURCE: textdata/thevault/Deduped  Shit/Fighter Deck v1.1/13th Age Fighter Deck A7 PDoc Fold_v1.1.pdf