Balance: Brawn Class

Brawn-Based Classes

All Brawn-based Classes have Brawn as their Primary Class, followed by a Secondary Class that shapes their strengths and weakness.

At every new level attained, the player:

  • Rolls 1d6 and distributes the value between Brawn + Discipline Core Stats, and then increases their associated Attributes as desired from the distributed points.
  • Rolls 1d6 and distributes the value between Reflex + Wit Core Stats, and then increases their associated Attributes as desired from the distributed points.

All Brawn-based Classes gain the following:

  • Level 1:
    • 2 points of Weapons Familiarity. These points can be used on a single weapon or spread between two weapons.
  • Level 3:
  • Level 5:

 

SWASHBUCKLER

(Brawn + Reflex)

Abilities
  • Everything is a Weapon: Swashbucklers do not suffer Unfamiliar-Weapon penalties. Weapons Mastery can be gained by spending 1 Knowledge point instead of 2, and Weapons Supremacy can be gained by spending 3 Knowledge points instead of 4.
  • Equilibrium: If Balance Shock is rolled, the player may roll 3d6 instead of 2d6 to Find Balance if any two numbers on the 3d6 match.
Combat
  • Quick Feet: +2 to Dodge.
  • Battle Jig: Quick Feet increases to +3 to Dodge against more than one close opponent (within 10 feet). 
Levels
  • Level 1:
  • Level 3:
  • Level 5:

 

WARRIOR/KNIGHT

(Brawn + Discipline)

Abilities
  • Warriors/Knights do not suffer Fatigue/Total-Fatigue. (They still experience Exhaustion at -3 Brawn points)
Combat
  • Combat Awareness: 3d6 to attack and defense rolls (keep top two) when one or more allies are close (within 10 feet).
  • Focus: +3 to Attack when spending 2 initiative turns in Focus (-3 to Attack if Focus is broken). Dodge bonus is reduced to zero when in Focus.
Levels
  • Level 1:
  • Level 3:
    • Combat Focus does not incur Dodge penalties.
    • Focus can only be broken by 2 points of Injury in an attack.
  • Level 5:

 

ARCANE FIGHTER

(Brawn + Discipline)

Abilities
  • Arcane Fighters can spend their Spell Points to gain Lucky rolls.
  • Arcane Fighters can cast up to their Spell Points (equal to their Discipline Core Stat) in Flux spells per day. For Magic Table creation, see the chapter on Magic.
Combat
  • Arcane Strike: +2 to Attack. Player must choose a Magic quadrant for this effect. This combat ability uses a Spell Point, regardless if the attack is successful.
  • Arcane Intuition: +2 to Defense vs magical Injury (direct or indirect)
Levels
  • Level 1:
  • Level 3:
    • Arcane Fighters can now Focus to cast Flux spells as Level 1 Spells without Reflex penalty. -2 on the roll if Focus is broken.
    • Arcane Strike increases to +4 Dice.
  • Level 5:

 

MERCENARY

(Brawn + Wit)

Abilities
  • Hide: +2 to Stealth/Hide actions (Reflex: Acrobatics)
  • Fast Talker: +2 to Negotiation (Wit: Negotiate)
Combat
  • Quick strike: +3 to Attack with any small bladed weapon when they are first in the Initiative Order.
Levels
  • Level 1:
  • Level 3:
  • Level 5:

 

 

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