Fighter - Class Tree
Fighter (Playable in Starter Set)
The most adaptable martial class in Essentia, Fighters are defined by mastery of raw combat fundamentals, developing unmatched weapon mastery through sheer repetition and battlefield Experience (XP) that no trained academic can replicate, making them the most reliable class in sustained combat regardless of the situation they find themselves in.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Lawful, Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Fighter's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Troll (Village) +5, Troll (Common) +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Hobbling +5
†Human, Dwarf, and Halfling Playable with Starter Set.
Averse Races: Elf (Common) -5, Halfling -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Combat Focus, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Battle-Forged, Once Per Day the Fighter draws on raw battle instinct, gaining a bonus to Hit and Damage equal to their Grit SCR for the rest of the encounter.
Extra 1d6 + LVL physical damage on Critical Hits.
Once per encounter, Fighters can Flourish their weapon that lowers their target's Defense at a number equal to their Strength SCR.
Fighters get +5 feet their base movement speed, once per encounter.
Fighters get +4 plus their STR SCR on Athletics checks.
Fighter Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Brawler - An unarmed Fighter who relies on fists and raw grit over steel.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Bruiser - A Brawler who wears down enemies through sheer, relentless punishment.
b. Enforcer - A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
c. Rager - A Brawler who fights harder the more damage they take.
ii. Hero - A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Combatant - A Hero who masters the fundamentals of every fighting style equally well.
b. Merc - A Hero who fights for coin and contract, adapting to whatever the job demands.
c. Vigilante - A Hero who takes justice into their own hands, striking wherever it's needed most.
iii. Juggernaut - A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure.
Alignment: Amoral
Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
Will not share a Character with: Moral.
The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
a. Reaver - A Juggernaut who tears through enemy lines with unstoppable forward momentum.
b. Rumbler - A Juggernaut whose ground-shaking strikes stagger everything nearby.
c. Vanguard - A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Favorite Talent and Profession Trees
Talent Trees: Tactician
Professions: Blacksmith, Body Artist, Hunter
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Fighter Tier Armaments
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Armor Threshold (Tier): Medium Grade. Armor heavier than Medium will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).Weapon Proficiency (Tier): Variant: Telluric, TAW, or Chthonic. Type: Tactical. Hand: 2h, 1h (Main), 1h (Off), or bare hands. Distance: Melee. Style: Slashing, Blunt, Piercing, or Chop. Forbidden: Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Fighter Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Martial Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Fighter)
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LVL 1 Fighter Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Fighter Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Fighter Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
An unarmed Fighter who relies on fists and raw grit over steel. (LVL 4-20)
(see Brawler Path and Branch Abilities Below)
Brawler Path
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Weapon Proficiency (Culture, Brawler) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable and gain a bonus. Brawlers get bonuses to everyday items used as weapons, and to grappling, gouging and so forth, as long as no weapon is drawn (see Improvised Tools, Combat, pg. 5). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Brawler):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Knuckle Wraps).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Brawler who wears down enemies through sheer, relentless punishment.
Bruiser Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Bruiser Branch chosen at LVL 21 - see Bruiser above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Bruiser Branch chosen at LVL 21 - see Bruiser above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
Enforcer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Enforcer Branch chosen at LVL 21 - see Enforcer above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Enforcer Branch chosen at LVL 21 - see Enforcer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Brawler who fights harder the more damage they take.
Rager Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Rager Branch chosen at LVL 21 - see Rager above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Rager Branch chosen at LVL 21 - see Rager above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Brawler Abilities (Fighter Tier)
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LVL 4 Fighter - Brawler Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Fighter - Brawler Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Fighter - Brawler Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Fighter - Brawler Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Fighter - Brawler Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Fighter - Brawler Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Brawler who wears down enemies through sheer, relentless punishment.
Branch: Bruiser Abilities (Brawler Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Bruiser Branch continues this Path's progression exclusively through LVL 30. | |
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
Branch: Enforcer Abilities (Brawler Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Enforcer Branch continues this Path's progression exclusively through LVL 30. | |
A Brawler who fights harder the more damage they take.
Branch: Rager Abilities (Brawler Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Rager Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Moral
Higher Power: TBA (Moral)
A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands. (LVL 4-20)
(see Hero Path and Branch Abilities Below)
Hero Path
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Weapon Proficiency (Culture, Hero) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Hero):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Battleworn Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hero who masters the fundamentals of every fighting style equally well.
Combatant Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Combatant Branch chosen at LVL 21 - see Combatant above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Combatant Branch chosen at LVL 21 - see Combatant above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hero who fights for coin and contract, adapting to whatever the job demands.
Merc Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Merc Branch chosen at LVL 21 - see Merc above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Merc Branch chosen at LVL 21 - see Merc above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hero who takes justice into their own hands, striking wherever it's needed most.
Vigilante Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Vigilante Branch chosen at LVL 21 - see Vigilante above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Vigilante Branch chosen at LVL 21 - see Vigilante above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Hero Abilities (Fighter Tier)
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LVL 4 Fighter - Hero Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Fighter - Hero Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Fighter - Hero Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Fighter - Hero Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Fighter - Hero Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Fighter - Hero Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Hero who masters the fundamentals of every fighting style equally well.
Branch: Combatant Abilities (Hero Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Combatant Branch continues this Path's progression exclusively through LVL 30. | |
A Hero who fights for coin and contract, adapting to whatever the job demands.
Branch: Merc Abilities (Hero Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Merc Branch continues this Path's progression exclusively through LVL 30. | |
A Hero who takes justice into their own hands, striking wherever it's needed most.
Branch: Vigilante Abilities (Hero Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Vigilante Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure. (LVL 4-20)
(see Juggernaut Path and Branch Abilities Below)
Juggernaut Path
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Weapon Proficiency (Culture, Juggernaut) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Juggernaut):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Ironhide Padding).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
Reaver Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Reaver Branch chosen at LVL 21 - see Reaver above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Reaver Branch chosen at LVL 21 - see Reaver above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Juggernaut whose ground-shaking strikes stagger everything nearby.
Rumbler Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Rumbler Branch chosen at LVL 21 - see Rumbler above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Rumbler Branch chosen at LVL 21 - see Rumbler above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Vanguard Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Vanguard Branch chosen at LVL 21 - see Vanguard above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Vanguard Branch chosen at LVL 21 - see Vanguard above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Juggernaut Abilities (Fighter Tier)
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LVL 4 Fighter - Juggernaut Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Fighter - Juggernaut Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Fighter - Juggernaut Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Fighter - Juggernaut Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Fighter - Juggernaut Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Fighter - Juggernaut Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
Branch: Reaver Abilities (Juggernaut Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Reaver Branch continues this Path's progression exclusively through LVL 30. | |
A Juggernaut whose ground-shaking strikes stagger everything nearby.
Branch: Rumbler Abilities (Juggernaut Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Rumbler Branch continues this Path's progression exclusively through LVL 30. | |
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Branch: Vanguard Abilities (Juggernaut Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Vanguard Branch continues this Path's progression exclusively through LVL 30. | |