Martial Power 2

161

Transcript of Martial Power 2

MARTIAL POWER2 ROLEPLAYINGGAMESUPPLEMENT RichardBaker CRED1TS Design RichardBaker (lead), Tavis Allison,EytanBernstei.n, RobertJ. Schwalb AdditionalDesign Peter Lee,Ken Troop Development Rodney Thompson (lead), MikeDonais, Stephen IRadneyMacFarland Editing Greg Bilsland (lead), logan Bonner, CalMoore Managing Editing KimMohan Director of D&DR&DandBook Publishing BillSiavicsek D&D CreativeManager Christopher Perkins D&DSenior Art Director Jon Schindehette D&DDesign Manager James Wyatt D&DDevelopment andEditing Manager Andy Collins Art Directors Keven Smith, MariKolkowsky Cover Illustration RalphHorsley (front), Zoltan Boros & Gabor Szikszai (back) Graphic Designers KevenS m i ~ h ,leon Cortez, EmiTanji AdditionalGraphic Design MariKolkowsky Interior Illustrations Dave Allsop,RalphBeisner, KeremBeyit, Zoltan Boros & Gabor Szikszai, EdCox, JulieDillon, Vincent Dutrait, Steve l:lIis, Adam Gillespie, Torstein Nordstrand, MichaelPhillippi, Wayne Reynolds, Chris Seaman, Arnie Swekel,Joel Thomas,' Eva Widermann, Ben Wootten Publishing Production Specialist ErinDorries Pre press Manager Jefferson Dunlap Imaging Technician Ashley Brock Production Manager Cynda Callaway Game rules based on the original DUNGEONS& DRAGONS@ rules created byE.Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, andPeter Adkison (3rdEdition); andRobHeinsoo, Andy Collins, and James Wyatt (4thEdition), 620-2S123000-001ENU.S., CANADA, ASIA, PACIFIC,EUROPEANHEADQUARTERSWIZARDS OF THE COAST,BELGIUM 987654321 & LATINAMERICAHasbro UK LtdIndustrial aan 1 First Printing: Wizards of the Coast LLCCaswell Way1702 Groot-Bijgaarden P.O.Box707Newport, Gwent NP9 OYHBelgiumFebruary 2010 Renton WA 98057-0707GREATBRITAIN+32 .070.233.2 77 ISBN: 978-0-7869-5389-9 +1800-324-6496Pleasekeep this ilddress for your records DUNGEONS & DRAGONS. 0&0, d20. dl0 Syste m, WIZAROSOF THE COAST,Player's Handbook , Dunaeon Master's Guide, Monst er Manual , Martial Power, FORGOTTEN REALMS, Adventurer's Vault , Divine Power, Manual of the Planes, allother Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coastin the U.S.A. and other countries.AllWizards characters andthedi stinctivelikenessesthereof are property of Wizardsof theCoastllC Thismaterialisprotectedunder thecopyrightlawsof the UnitedStates of America. Anyreproduction orunauthorizeduse of thematerial or a rtwork containedherein isprohibited withoutthe expresswritt enpermission of Wizards ofthe Coast LLC Any similarity to actua l peopl e, organizati ons. places, or event sincludedhereinispurely coincidental. Printed inthe U.S.A. (9 1010 Wizards oftheCoast LlC V1S1TOURWEBS1TEATWWW.W1ZARDS.COM/DND .-.-.--.-.--.-.---.-.--.--.-.-.--.-.-lNTRODUCT10N~/ - .-.-.--.- .--.-.--.-.-.-- .- .--.-.---.Steel and courage are your tools. Youdonot wield earth-shattering magic. No gods or spirits channel power through you. YOlirely on strength, agility, skill, and cunning when faCingfoes.From these simple ingredients, youhave the power toforge legends. In this book, you'll findhundreds of new powers formartial characters. Youcan build a fighter who slashes and pummels at close quarters or a rogue who employs stealth as a lethal weapon. Alternatively, you might create a ranger who darts through the battlefield or a warlord who unleashes a barrage of arrows. By mixing and matching new choices with existing martial options, you can build any character you can imagine. Yetforall the choices and combinations, this book doesn't change the essence of what it means tobea martial warriorthat youare a hero of weapon and body. USINGTHISBOOK MartialPower2isorganized by class. The first four chapters contain new builds, class features, powers, and paragon paths for each of the fourmartial classes: fighter,ranger, rogue, and warlord. Chapter 5 presents new martial options, including featsand epic destinies formartial characters. It also introduces two new systems. COMBATSTYLES This system enables you topick a custom fighting technique tofit your character's background and weapon choice. When you use a weapon keyedto your fighting style, you can gain benefits that apply tosome ofyour at-will and encounter powers as well as other advantages. MARTIALPRACTICES Martial practices are routines and exercises your martial character knows how to do, or special talents your character possesses. With the proper martial practice, your character might perform an incredible feat of endurance running, forgemagiC arms and armor, or execute a free dive of astonishing depth and duration. RETRAINING ORRE-CREATING? If you're already playing a martial character, you'll findpowers and options in Martial Power 2that you'll want to incorporate into your existing character. The Simplest way totake advantage of this new material isto usethe retraining system (see the Player'sHandbook""page 28), which allows you to swap powers and feats over time. However, if you want to change class features or adopt a different paragon path, you should speak to your Dungeon Master about re-creating your character with the new material. Your Dungeon Master might allow you to change your character between game sessions or between adventures. Major changes might justify more time and require the Dungeon Master to create a scenario inthe campaign that explains your character's new abilities. .--.-.-.--.-.-.--.-. ~ ~ CONTENTS ----.- -._-.-.-- - -- 1:FlGHTER .. .. ................... 4NewPowers .............. _..... .. 57Heroic TierFeats ......... . ..... 131 New Build........................ 6NewParagonPaths ............... 72Paragon Tier Feats .. .. .......... 141 New Powers............. . ...... ... 7Epic Tier Feats... .............. 144 New ParagonPaths .............. . 224:WARLORD ......... .. ......... 80MulticlassFeats .. .............. 145 NewBuilds ...... . ................ 82MartialPractices . ................ 147 2:RANGER......... . . ........... 30NewPowers ............... . . . .... 83MartialBackgrounds ............. 153 NewBuilds ....................... 32NewParagonPaths ............... 96EpicDestinies .... . .............. 156 NewPowers...................... 33Dragonheart .. ................. 156 NewParagonPaths ............... 465:'MART1ALOPT10NS.......... 104Invincible Vanguard.... . ....... 157 The MartialOutlook............. 106Legendary Sovereign.. . ........ 158 3:ROGUE............ . ........... 54Combat Styles . . ................. 110Star-FavoredChampion......... 159 New Build......... _. ............ 56NewFeats........... .. .. ... ..... 1 31 CHAPTER1 "Combat isabout everythin8 around me-terrain, illumination, obstacles, allies, and foes. And my blade isn't my sale weapon. My body and mind are as potent as any blade." EVERYRACEand culture relies on warriors forprotection, and each has its own forms of combat that represent native strengths, talents, andbeliefs. As a fighter, youare familiar with the techniques ofyour people, but youalso appreciate the combat styles of others. This appreciation helps to cultivate your own signature style, combining strikes, parries, stances, and disciplines from a multitude of martial traditions. As afighter,one important decision youmake is what toholdin your hands or wear on your arms. A shield provides defense at the expense of offense. With a two-handed weapon, you can strike harder, faster,and farther. Fighting with two weapons offers a middle groundbetween offense and defense, because your off-hand weapon can parry and strike. Alternatively, youmight keep one hand unburdened. Although you won't enjoy the defensive advantages of a shieldor the potency of a two-handed weapon or an off-hand weapon, a free hand opens other possibilities, such asthe ability topin and grab foes.In this chapter, you'llfindsupport forthese options. New Build: The brawling fighter uses wits, improvisation, and instinct inbattle. The fighter'swhole body isa weapon that can be used for a sudden throw or a stunning punch. New Class Features: Brawler Style offers a new option for your fighter Weapon Talent. In addi tion, you can select Combat Agility inplace ofyour Combat Superiority feature. New Powers: Nearly a hundred new fighter powers are presented here, including options forthe brawling fighter,aswell as forthe battlerager and the tempest fighter from Martial Power. New Paragon Paths: This chapter offers eight new paragon paths forfighters,including the glorious myrmidon, the rakehell duelist, and the rampaging brute. CHAPTER]IFi8hter The Player's Handbookfeatures the great weapon fighter and the guardian fighter. Martial Powerpresents the battlerager fighter and the tempest fighter. This chapter adds thebrawling fighter,a build that encourages a character tokeep one hand open so he or she can grapple, pin, and punch foes. BRAWLINGFIGHTER Youhave an instinct formayhem. Youfight with a one-handed weapon and leave a hand open so you can punch, grab, and throw. Your body is your best weapon. Every battlefield holds opportunities fora brawling fighter, whether it's a wall youthrow a foeagainst, furniture with which totrip an enemy, or stones youcan employ as deadly projectiles. NEWCLASSFEATURES Youcan select the following class features instead of another option, such as the ones presented inthe Player's Handbookor in Martial Power.Youneed not pick the brawling fight er buildto select these features. BRAWLERSTYLE This class featurereplaces the Fighter Weapon Talent class feature. Brawler Style: While you wield a weapon in your primary hand and your offhand isfree(seethe Sidebar), you gain a +1bonus toACand a +2bonus to Fortitude. In addition, you gain a +2proficiency bonus with unarmed attacks and a +2 bonus tograb attacks and attacks tomove a creature grabbedby you. These ONEHANDFREE? Many fighter powers requireahand free.For your hand tobe considered free,youcan'tbeusing it for anything else-thatmeansnooff-handweapons(exceptfora spikedgauntlet),notwo-handedweapons,noshields, and no items, such as sunrods or lanterns. Already Grabbing:You can grab only one creature at a t ime unless both your hands are free, in which case you could grab two creatures at once. You must spend a minor action to sustain each grab, t hough. VersatileWeapons:If youuseaversatil eweapon, SWitching your grip from one hand to two hands is a free action. However, if apower requires youto have ahand free, youmustkeep that hand free forthe entire attack or until you use the hand for something that is part of the attack, suchas grabbi ngan enemy. Spiked Gauntlet: Your hand is free if you wear a spiked gauntlet (Adventurer's Vault,pages 9-10),even if youuse the gauntlet to attack during your turn. C HAPT E RII Fi8hter bonuses increase to+4 at11 th level and+6 at21 st level. \Vhen attacking with a spiked gauntlet (Advenfurer'sVault,pages 9-10), you do not gain the Brawler Style proficiency bonus with unarmed attacks, even if theBrawler Style proficiency bonus ishigher than the proficiency bonus of the spiked gauntlet. However, youretain the bonus to grab attacks and toattacks to move a creature grabbed by you. COMBATAGILITY This class featurereplaces the Combat Superiority class feature. Combat Agility: Yougain the followingpower. Combat AgilityFighter Feature Your foemi8hrrhink irhas escnped you,burin itsmomenrof rriumph, you chase it downandmake it pay. At-Will. Martial, Weapon Opportunity ActionMelee weapon Trigger: Anenemy adjacent to youtakes anaction that provokes anopportunity attack Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. Youmust end the shift closer to the target than youwere when youbegan the shift. Then make the following attack. Target: The triggering enemy Attack: Strength vs.AC Hit:1 [WI + Strengthmodifier damage, and youknock the target prone. Level21: 2rWl + Strengthmodifier damage. SUGGESTEDOPTIONS Aswith other fighters, Strength is your most important ability score. Dexterity is a good choice for your secondhighest score, because Combat Agility and many ofyour attacks and utility powers reward Dexterity. After Strength and Dexterity, choose Constitution tohelp your hit points andhealing surges. Suggested Class Features: Brawler Style", Combat Agility" Suggested Feat: Inescapable Hold" Suggested Skills: Athletics, Endurance, Intimidate Suggested At-\ViII Powers: wappling strike,* slash andpummel* Suggested Encounter Power: bash and pinion* Suggested Daily Power: seize and stab *New option presented inthis book. USINGCOMBATAGILITY Event houghthetriggerforCombatAgilityoccursas soonas the provoking actionoccurs,you don't resolve the effect untilafter the provoki ng actionhas fini shed. This lets you chase down a fleeing enemy beforeknock ingitprone.If the triggeri ng enemy didn'tmoveaway from you as part of the provoking action, t hen you don't shift, you justmakethe attack described at the end of the effect entry. -.--._-.-.--.-.--.-.-_.--.-.-._-.-.--.-._-.-.-.NEWPOWERS/ Many of the powers introduced in this chapter are intended forthe brawling fighter build . However, the chapter also includes powers forthe battlerager fighter and the tempest fighter from Martial Power,as well as powers suitable forthe great weapon fighter and the guardian fighter. LEVEL1 AT-WILLEXPLOITS Grappling StrikeFighter Attack1 Youhew yourfoewith a simple auack andthen Wabitwith your empt), hand tokeepit fromescapin8. AtWiII+ Martial, Weapon Standard ActionMelee touch Requirement: Youmust havea handfree. Target: One creature Attack: Strength vs. AC Hit: 1 [WI+Strength modifier damage, and yougrab the target. The grab ends automatically at the endof your next turn. Level 21: 2[W]+ Strength modifier damage. Brawler Style: When making an opportunity attack, you can use this power inplace of a melee basic attack. INVIGORATINGK. EYWORD If youaretrainedinEndurance,yougaintemporaryhit pointsequaltoyourConstitutionmodifierwhenyou hit with apower that hasthe invigoratingkeyword.No invigorating power grants temporary hit points more than once during a turn,even if youhit morethan once with that power. Slash and PummelFighter Attack1 You followup a quick slash ofyour weaponwitha powerful pUllch from you rfreehand. w ZAt-Will+ Martial, Weapon Standard ActionMelee touch Requirement: Youmust have ahandfree. Target:One creature Primary Attack: Strength vs.AC(main weapon) Hit:1 [WIdamage. Make a secondary attack against the target. Level 21: 2[W]damage. Secondary Attack: Strength vs. Reflex (unarmed) Hit:3 + Strengthmodifier damage. Level 21: 8 + Strengthmodifier damage. Threatening RushFighter Attack1 Youstorminto themidst ofyour foes,ensurin8that their at tacks are directed a8ainst you. AtWiII+Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit: 1 [WIdamage, and youmark each enemy adjacent to youuntil the end ofyour next turn. Level21: 2[W]damage. Special: When charging, youcan use this power inplace of a melee basic attack. LEVEL1 ENCOUNTEREXPLOITS Bash and PinionFighter Attack1 Youslam your weaponthrou8h yourfoe'sdefenses, creatin8an openin8. Youthen step inal1litrapyour enemy. Encounter" Martial, Weapon Standard ActionMelee weapon Requirement: Youmust have ahand free. Target: One creature Attack: Strength vs.AC Hit:1 [W]+ Strength modifier damage, and youslide the target 1 square to a square adjacent to you. Yougrab the target, anduntilthe grab ends, ittakes a penalty to attack rolls equalto your Dexterity modifier. The grab ends automatically at the end of your next turn. Hack and HewFighter Attack1 Youhack an enemy with one stroke and then slashat another with your next swin8. Encounter" Invigorating, Martial, Weapon Standard ActionMelee weapon Primary Target: One creature Primary Attack: Strength vs.AC Hit:1 [W]+ Strength modifier damage. Effect: Makea secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs.AC Hit: 1 [WI+ Strengthmodifier damage. Serpent's CoilFighler Attack1 Like a strikin8 snake. your weapon flashes and catchesthe limbs ofyourfoe. Encounter" Martial, Weapon Standard ActionMelee weapon Target:One creature Attack: Strength vs. AC Hit: 1 [WI+ Strengthmodifier damage. Untilthe end of your next turn, the target takes apenalty to attack rolls equal to your Dexterity modifier. Weapon: If you're wielding a fla il, yougrab the target. The grab ends automatically at the end of your next turn. Surprising StabFighter Atlack1 Youslashat your enemy's headandbrinBin your offhand weaponwith a fa st,deadly strike. Encounter" Martial, Weapon Standard ActionMelee weapon Requirement: Youmust be Wielding two melee weapons. Target: One creature Primary Attack: Strength vs.Reflex(main weapon) Hit:Strengthmodifier damage, and the target grants combat advantage to youuntilthe end of yournext turn. Make a secondary attack against the target. Secondary Attack: Strength vs. AC(off-handweapon) Hit:2[W)+Strengthmodifier damage. Takedown AttackFighter Attack1 You bash yourfoewitha vicious attack and thendraBthe crea' ture down to the wourtd. Encounter" Martial, Weapon Standard ActionMelee1 Requirement: Youmust have a hand free. Target: One creature Attack: Strength vs. Fortitude Hit:1 [WI+ Strength modifier damage, and youknock the target prone. Special: When charging, youcan usethispower inplace of a meleebasic attack. LEVEL1 DAILYEXPLOITS Bristling DefenseFighter Attack1 Youthrow your arms wide and strike two foes, each witha diff erent weapon. Daily .. Martial , Reliable, Weapon Standard ActionMelee weapon Requirement: Youmust be wielding two melee weapons. Primary Target: One creature Primary Attack: Strength vs.AC(main weapon) Hit:2[W]+ Strengthmodifier damage. Untilthe end of your next turn, the primary target cannot gaincombat advantage fromflanking you. Effect:Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC(off-hand weapon) Hit: 2[W) + Strengthmodifier damage. Untilthe end of your next turn, the secondary target cannot gaincombat advantage fromflanking you. Daily" Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One creature Primary Attack: Strength vs.AC Hit:2[WJ+Strength modifier damage, and youpush the target 1 square. Youthen shift 1 square to a square the target vacated. Makea secondary attack against the target. Secondary Attack: Strength vs.Fortitude Hit:1 [WI+ Strengthmodifier damage, and youpush the target 2 squares andknock itprone. Miss: Half damage, and youpush the target 1 square. Press of SteelFighter Attack1 Youattack your f oe and then use your shieldto pinit inplace. Daily.. Martial , Weapon Standard ActionMelee 1 Requirement: Youmust beusing a shield. Target: One creature Attack: Strength vs.AC Hit: 2[W) + Strengthmodifier damage, andif the target is adjacent to youand to blocking terrain, itisrestrained (saveends). The condition also ends if youarenolonger adjacent to the target. Miss:Half damage, and if the target isadjacent to youand to blocking terrain,itisimmobilized untilthe endof your next turn. C HAPTER1I Finht e r Seize and StabFighte r Attack 1 You nmb yourfoetomake certain ofyour aim. TIlen )'ouplunne your weapon into the creature. Daily. Martial,Reliable, Weapon Standard ActionMelee 1 Requirement: Youmust have ahand free. Target: One creature Attack: Strength vs.Reflex Hit:2[W)+ Strength modifier damage, and you grab the target. The target cannot attempt to escape the grabun tilthe end of itsnext turn. UnstoppableAdvanceFighter Attack 1 Youswinn with such furyrthat ),ourfoes are steadily drivenback with eachblow. Daily. Martial, Stance Minor ActionPersonal Effect: Untilthe stance ends, whenever youhit any creature with amelee weapon attack, youpush that creature 1 square and can shift 1 square to a square the creature vacated. LEVEL2UTILITYEXPLOITS ForcefulDragFighter Utility2 Youdinyour}tnners into afoe and dranthe stru/J/Jlinn opponent across theba ttlefle/d. Encounter. Martial Move ActionPersonal Requirement: Youmust have a creature grabbed. Effect: Youmove your speed. Foreach square youmove, youslide a creature grabbed by you1square to a square adjacent to you. The creature remains grabbed, and you do not provoke anopportunity attack fromthe grabbed creature for thismovement. At the end of the move, you can end the grab to knock the creature prone. FullExtensionFighte r Utili ty 2 III ex: Youlunne forward, hittinn a spot wellbeyond where your foes thounht youcould reach. Encounter. Martial Minor ActionPersonal Effect: The reach of the next melee weapon attack you make before the end of your turnincreasesby1. MightyLeapFighte r Utility"1You nather your strennth for atruly impressivejump. Encounter. Martial Free ActionPersonal Effect: Untilthe end of your turn, yougain a +5power bonus to Athletics checks to jump. Inaddition, any jump youmake is considered to have arunning start, and you can make an Athletics check instead of an Acrobatics check to reduce falling damage. QuickEscapeFighter Ut il ity2 Youquickly tryto shake offwhatever's holdinn you. Encounter. Martial Minor ActionPersonal Effect:Youmake an escape attempt, or youmake asaving throw against an effect that immobilizes or restrains you and that asave can end. Snagging GripFighte r Utility2 When you're knocked offbalance,),ou Wabhold ofthe enemy in frontofYOIland brinnit stalJiJerinlJalonB with you. Encounter. Martial Immediate ReactionClose burst 10 Trigger:Anenemy adjacent to youknocks youprone or forcesyoutomove Target: The triggering enemy inburst Effect:If the target forcedyouto move, youcan pullit to a square adjacent to you.If the target knocked youprone, youknock itprone. F1Gl-lTERRACES Player's Handbook 2 Introduced three new races that offer excellent opt ions for fight ers. Gollaths: Goliat hs make outstanding fighters with their combinationof StrengthandConstitution.Theseability scoressteergol iathstowardthegreatwea ponfighter and the battlerager builds. Wielding a two-handed axeor hammerinconjunctionwi ththeGoliathGreatweapon Prowess feat fromPlayer's Handbook 2 lets a goliath fighter deal massivedamage.Inaddition, thestone's endurance racialpowerallowsafighterwithoutplatearmorora shieldtobesurroundedbyenemiesandst illshrugoff their attacks. Half-Orcs:like goliaths,half-orcsarenatural fighters. However,half-orcshaveabonustoDexterityinsteadof Constitution, which means that they favor different builds, suchasthetempestfighter.Half-orcsarealsoidealfor wiel ding weapons that rely on Dexterity, including heavy blades,lightblades,spears,andsomedoubleweapons. Even if your half-ore doesn' tuse abuild that emphasizes Dexterity,theabilitybonusmighthel pyouqualifyfor someusefulfeats.Check out Two-WeaponFighting and ArmorSpeci alization,bothfromthePlayer'sHandbook, and Two-Weapon Threat, fromPlayer'sHandbook2. Shifters:Althoughrazorclawshiftersareagileand shrewdcombatants. theylacktheoutstandingSt rength that isidealfor fi ghters. Longtooth shifters,on theother hand,areassuitedforthefighterclassasgoliathsand half-orcs are. A longtooth shifter's Wisdom bonus isuseful forCombatSuperiorityandasasecondaryabilityfor many powers.Longtooth shifters lean towardtheguardian fighter and the brawling fighter builds.They excelIn controlli ng enemy movement. The lon8tooth shiftin8 racial power isalso great for fighters, giving them staying power in long fights. CHAPTER1I Fi8hter LEVEL3 ENCOUNTEREXPLOITS BullChargeFighter Attack3 Youruninto your enemy.takill8 a brutal swin8.Your force knocks your enemy backward andtothe wound. al/oIVin8 you to step forward. Encounter. Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One creature Primary Attack: Strength vs.Fortitude Hit:2[W] + Strength modifier damage, and youpushthe target 1 square. Youthen shift 1 square to a square the target vacated. Make a secondary attack against the target. Secondary Attack: Strength vs.Fortitude Hit:Youknock the target prone. Special: When charging, youcan use thispower inplace of a melee basic attack. Reaver's HookFighter Attack3 Yourmi8hty swin8 embeds your weaponin your foe. Encounter. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit:2[W]+ Strength modifier damage. If the target moves before the end of your next turn, it takes extra damage equal to your Constitutionmodifier. Weapon: If you' rewielding an axe or apick, youcanshift 1 square after the attack. Youpullthetarget to the square youvacated. C HAPTER1I FilJhter Shield EdgeBlockFighter Attack3 Youblock your foe'sattack with a quick slam ofyour shield's ed8e. strikins a powerfulblow intheprocess. Encounter. Martial Immediate InterruptMelee 1 Requirement: Youmust beusing a shield. Trigger: Anenemy adjacent to youhits or misses youwith a close or a melee attack Target: Thetriggering enemy Effect: The target takes a-4 penalty to the attack roll. Attack: Strength + 2 vs. Fortitude Level11: Strength + 4vs. Fortitude Hit:2d6 + Strength modifier damage. Slamming RushFighter I\ttack3 You yank your srabbed foe acrossthe battlefield. VPOIIreachirr8 your destination. you slamit tothe wound. Encounter. Martial, Weapon Standard ActionMelee1 Target: One creature grabbedby you Effect: Youmove your speed. For each square youmove, youslide the target 1 square to a square adjacent to you. The creature remains grabbed, and youdo not provoke an opportunity attack fromthe target during this movement. Attack: Strength vs. Fortitude (unarmed) Hit: 1[W]+ Strength modifier damage, and youknockthe target prone.If the target is adjacent to blocking terrain, add your Dexterity modifier to the damage. Sweeping SlashFighter Attack3 Youwhirl your main weaponin anoverhead cuttlratforces your foesto step back. Youtherr fol/owupwith your other weapon. Encounter. Martial, Weapon Standard ActionClose burst 1 Requirement: Youmust be wielding two melee weapons. Primary Target: Eachenemy inburst youcan see Primary Attack: Strength vs. Reflex(mainweapon) Hit: Youpush the primary target 1 square. Effect:Youshift 1 square and make a melee secondary attack. Secondary Target: One creature targetedbytheprimary attack Secondary Attack: Strength vs.AC(off-hand weapon) Hit:2[W]+ Strength modifier damage. LEVEL5DAILYEXPLOITS Bare-KnuckledRebukeFighter Attack5 Your enemies leavethemselves opento yourpowerful punches whenthey miss withtheir attacks. Daily. Martial, Stance, Weapon Minor ActionPersonal Effect: Untilthe stance ends, youcanmake the following attack. Immediate ReactionMelee weapon Trigger: Anenemy adjacent to youmisses youwith a melee attack Requirement: Youmust have ahand free. Target: Thetriggering enemy. Attack: Strength vs.AC(unarmed) Hit:1 [W] + Strengthmodifier damage, andthetarget grants combat advantage toyouuntilthe end of your next turn. Crushing FootFighter Attack 5 You Wab your foe and smash ittothe FJround.Youthenplace your foot onitsneck to keepthe creature down. Daily. Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs.Fortitude Hit:2[W]+ Strengthmodifier damage. Untilthe end of the encounter, the target cannot moveif itwas grabbedby youat the start of its turn. Miss:l[W] + Strengthmodifier damage. Effect: Youknock the target prone. Dervish's ChallengeFighter Attack5 Youhold your weapons close to your bod), preparedtostrike Ollt when an enemy leaves ),ouan openinFJ. Daily. Martial, Stance, Weapon Minor ActionPersonal Requirement: Youmust be wielding twomelee weapons. Target: One creature Attack: Strength vs.AC(main weapon) Hit:3[W]+ Strengthmodifier damage. Effect:Untilthe stance ends, whenever youare Wielding two weapons andmake a meleebasic attack against a creature asanimmediate action or anopportunity action, youcan make a melee basicattack with your offhand weapon against that creature as a freeaction. Relentless PressureFighter Attack 5 Jabbin8and pushin8 with your shield, youforce YOllr foeinto usin8rudimentary attacks. Daily. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust be using a shield. Target: One creature Attack: Strength vs. AC Hit:1 [W]+ Strengthmodifier damage. Effect: The target canuse only basic attacks to attack while youare adjacent to it (save ends). LEVEL6UTILITYEXPLOITS Makeshift ShieldFighter Utility6 Yousnatch a pieceoffurniture,a bod,v,or a di swrded itemto block anenemy's attack. Encounter. Martial $ LIJ Immediate InterruptPersonal Z Requirement: Youmusthave a hand free. Trigger: Anenemy hits you with a close or a melee attack Effect: Yougain a a bonus to defenses against the attack equal to your Dexterity modifer. Ready to RetaliateFighter Utility 6 Youhold your weaponhi8hoverhead, ready to swirt8at arty foe that attacks you. Daily. Martial, Stance Minor ActionPersonal Effect: Untilthe stance ends, youcanuse a freeaction to mark any enemy that makes amelee attack against you. Themark lasts until the end of the enemy's next turn. Rejoin the FrayFighter Utility 6 Reim'i80rated by an ally's heaIi n8, yourush back intothefray. Encounter. Martial Immediate ReactionPersonal Trigger: Anally uses a healing power on you Effect:If youare prone, you stand up and shih 1 square. If youare standing. youinstead shih 3 squares. Unbalancing DodgeFighter Utility 6 Youduck out ofthe way ofyour foe'sattack, puttinB the creature offbalance. Encounter. Martial Immediate ReactionMelee touch Trigger: Anenemy misses youwith amelee attack Target: The triggering enemy Effect: The target takes a -2penalty to attack rolls andall defenses untilthe end of itsnext turn. ROLEPLAY1NGAF1GHTER Asa fighter,you boldly wadeinto the fray and take punishment that fewotherscouldendure.A fighter's job is soiconicandsubtlethatyouralliesmightsometimes take youfor granted. Spice up your characterization with enthusiasticbattlecries,anaccent,or colorfuldescriptions of what you say or what happens when you are hit or deliver an attack. Givi ngastrong fighter aweaknesscancreateafun roleplaying qUir k. If you normally rushinto combat, the otherplayerswilltakenoticewhenyouhesitateand mutter about how you hate snakes or how spiders make your skin crawl. Similarly,youcanemphasizeyourfighte r'scourage bycontrasting it withcaution. Themercenary fighteris aclassic archetypethat 'seasy tobring out inplay. You might compete with the rogue to loot fallen foes or insist that theclerichelpyoumakesurethei rcorpsesdon't reanimate. After all, you'renot being paid to fight them a second t ime. Once you establish that your character views combat as a job, you have t he potential for intense drama. Try making a battle against a foepersonal, letting your fighter become angry or obsessed. Roleplayi ng a character who fi ghts for profit or necessitymightmean that youarethevoiceof caution when your groupmakesplans. Don'tworry that you'll avoidthe carnage that makes playing a fighter fun . An adventurer's life isdangerous enough that no amount of caution lets you avoid every combat. Your OM willkeep combat acentral part of the game even if your character claims to want peace and qUiet. C HAPT E R1I Fi8hter LEVEL7ENCOUNTEREXPLOITS Bloody the FieldFighter Attack7 Youraise your wcaponhi8h. rcco8nizin8 that the time has come to finishoffyour foe. Encounter. Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs.AC Hit:2[W]+ Strength modifier damage.If the target is bloodied. it isdazeduntilthe end of your next turn. Weapon: If you're wielding anaxe, a hammer, or a mace, the attack deals extradamage equalto your Constitution modifier. Bludgeoning ViseFighter Attack7 Yourweaponcrunches downon your enemy's skull.Youthen drive your fist into your foe's face. Encounter. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust have ahand free. Target: One creature Primary Attack: Strength vs.AC Hit:1 [W]+ Strength modifier damage, andthe target is dazeduntilthe end of your next turn. Makea secondary attack against the target. Secondary Attack: Strength vs.Fortitude (unarmed) Hit:1 [W]damage, and youknock the target prone. Echoing AssaultFighter Attack7 Youbatter the f oe witha mi8hty swin8 andprepare to catchit withthe bachll'in8 ifit doesn't havethe sense tomove. Encounter. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs.AC Hit:2[W]+ Strengthmodifier damage. If the target is adjacent to you at the start of your next turn, as a free action youcanmake ameleebasic attack against the target asthe firstaction youtake during your turn. Weapon: If you're wielding anaxe,a hammer, or a mace, the attacks deal extra damage equalto your Constitution modifier. HydraChargeFighter Attack7 Your advance seems brash,but it's actually a flurry of perfectly timed strikes that. bewilder your foes. Encounter. Martial, Weapon Standard ActionClose burst 1 Target: Eachenemy inburst youcan see Attack: Strength vs.AC Hit: 1[W]+ Strength modifier damage, andthe target takes a -2penalty to attack rollsuntilthe end of your next turn. Special: When charging, you canusethispower inplace of a meleebasic attack. Opportunist's RendFighter Attack7 Youdelivera series ofdeadly blowstoan cnerny that letsits 8uard down. Encounter. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust be wielding twomelee weapons. Target: One creature Primary Attack: Strength vs. AC(mainweapon) Hit:1 [W]+ Strength modifier damage. Effect:Make a secondary attack against the target. Secondary Attack: Strength vs.AC(off-hand weapon) Hit:1 [W]+ Strength modifier damage. Special: Youcanusethispower inplace of a melee basic attack. LEVEL9 DAILYEXPLOITS Bone CrusherFighter Attack 9 Yourcrushin8 blow leavcs your cnemy susceptible toother attach. Daily. Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs.AC Hit:3[W] + Strength modifier damage. Effect: The target gains vulnerable 10 to weapon attacks (saveends). F1GHT ERBU1LDSANDCOMBATSTYLES Chapter5introducescombat styles,mostof whichtheNerathanHighBlade,Ninthlegion,ReavingAxe,Red fighter can use. A fighterisanatural fit forcombat stylesCloak. and Rending Chains. becauseof hisorherabilitytouseallkindsof meleeGreat WeaponFighter: ArkhosianFang, BlackHood. weapons.HuntingSpear,Ironstar,longhand,Moradin'sForge, Certain styles work better forspecific fighterbuilds.IfOgre might,PartisanPolearm,Rending Chains. andSteel yourfighterusesoneof thesebuilds,thecombat stylesVanguard. indicated for that build are your best choices.Guardian Fighter: ArkhosianFang. Desert Moon,Elsir Battlerager: Black Hood, Elsir Hammer, lronstar,KulkorHammer,lronstar,KulkorBattlearm, Mountain Thunder, Battlearm,Moradin'sForge,MountainThunder,Ni nthNerathanHighBlade,Ninthlegion,ReavingAxe,Red legion, Ogremight, andReaving Axe.Cloak, and Re nd ing Chains. Brawling Fighter: ArkhosianFang,Desert Moon,ElsirTempest Fighter: Elsir Hammer, Midnight Blade. MounHammer,lronstar,KulkorBattlearm,Mountain Thunder,tai n Thunder. andRed Cloak. CHAPTER1I FilJhter Hobbling CutFighter Attack 9 YoucrippleYOllr foe withpainful wounds toitsle8andits arm. Daily+ Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit:l[W] + Strengthmodifier damage, and thetarget is slowed and weakened (save ends both). Miss:Half damage, andthe target isslowed and weakened untilthe end of yournext turn. One Against ManyFighter Attack 9 When your enemies BanBup on you, youhavethe advanta8e, foritmellns youhave no shortaBe oftarBets. Daily + Martial, Weapon Standard ActionClose burst 1 Target: Eachenemy inburst youcan see Attack: Strength vs.AC Hit: 1lWj + Strength modifier damage. Effect:Untilthe end of the encounter, yougain a +1 power bonus to alldefenses while two or more enemies are adjacent to you.Youalso gain a +1power bonus to weapon attack rolls while no allies are adjacent to you. Staggering BlowFighter Attack 9 YOIIbatter your enemy with a poweiful blow and sendit stumblill8 awayfrom you. Daily + Martial, Weapon Standard ActionMelee weapon Requirement: Youmust have ahand free. Target:One creature Attack: Strength vs.AC Hit:3[W] + Strength modifier damage, and youpushthe target 3 squares. The target is dazed (saveends). Miss:Half damage, and youpush the target 1 square. The target isdazeduntilthe end of your next turn. Unstoppable AssaultFighter Attack 9 You fendoff an enemy's advllllce by stri/(inBhard andthen jabbinBthefoewiththe ed8e ofYOllrshield. Daily+ Martial, Weapon Immediate ReactionMelee1 Trigger: Anenemy moves during its turn to a square adjacent to you Requirement: Youmust beusing a shield. Target: The triggering enemy Attack: Strength vs.AC Hit:3[W] + Strength modifier damage. Effect:Until the end of your next turn, the target cannot grab you, restrain you,or enter your space. Sustain Minor: Choose one enemy adjacent toyou.That creature cannot grab you,restrain you, or enter your space untilthe end of yournext turn. CHAPTER1I Fiohter LEVEL10UTILITYEXPLOITS Body ShieldFighter Utility10 You yank a foeinto thepath ofan enemy's attack. Encounter. Martial Immediate InterruptMelee1 Trigger: Anenemy hits youwith a melee or a rangedattack Requirement: Youmust havea hand free. Target: One creature other than the triggering enemy Effect Makea grab attack against the target. If yougrab the target, the triggering enemy's attack deals half damage to you and half damageto the target. Fighter's GritFighter Utility10 \Vith pure determination, you i8nore weakness andbattle on. Encounter. Martial Minor ActionPersonal Effect:Untilthe end of your next turn, youignore the effects of the dazed, immobilized, slowed, and weakened conditions. Fist of LightningFighter Uti lity10 Youclench your fi st andprepare a rapidassault. Daily. Martial, Stance Minor ActionPersonal Effect: Untilthe stance ends, your unarmed attacks deal extra damage equal to your Dexterity modifier. Grappler's StanceFighter Utility 10 Youwrenchthelirnbs ofyour enell1)\ weakenina its resolve. Daily. Martial, Stance Minor ActionPersonal Effect:Until the stance ends, any creature grabbedby you isrestraineduntilthe grab ends. Steely PersuasionFighter Utility10 Your skillwith the blade isenou8hto daunt even stalwart foes. Encounter. Martial FreeActionPersonal Trigger: Youmake anIntimidate check or a Streetwise check Requirement: Youmust be wielding a melee weapon. Effect: Yougain abonus to the skillcheck equal to the weapon's proficiency bonus plus the weapon's enhancement bonus. 'MULT1CLASSF1GHTERS Differentbackgroundsandinterestsleadfi ghtersto explorevariousphilosophies andmethodsof combat. A few interesting combinations arediscussedhere. Avenger:Few fightershave the Wisdom scores necessary to excel with avenger attack powers, yet characters who have a bonus to Wisdom from thei r race- dwarves, elves,andshifters,for example- canpulloff t hiscombinat ion.AvengerpowersproVideafighterwithmore "st ickiness."Withyouravengerpowers,youcanpull enemiesaway fromyour all ies.Oncetheenemiesare adjacent to you,youcanunleash closeattacks to mark allof them and force them to fight you. Even if you take no avenger powers, theavenger multicl ass feat Hero of FaithfromDivine Power grants what is effectively a+4 bonustoattackrol lsfor2roundsbyall OWingyouto use oath of enmity. Finally, the oathswornparagon path fromPlayer's Handbook1andtherelentless slayer and weaponof fort uneparagonpathsfromDivinePower prOVideint eresting opt ions foracharacter thatisboth fi ghter and avenger. Barbarian: Mul ticlassing into barbarian as a fighter is a solid choicebecause the two classes share Strength as a primary ability score. The barbarian class offers a fighter similarpowers- specificall y,potentmeleeattacks- yet barbarianpowers dealmoredamagethanmost fighter powers. Thiscombinationworkswellforbattleragers andgreatweapon fighters.If youwant toenter arage, you' llneedtousetheAdeptPowermulticlassfeatto gai n adailypower.Mostbarbarianparagonpathshave features related to rage, so if you don't have a ragepower, consider picking a fighter paragonpath that focuseson hi tting hard. CH AP TER1IFi8hter ClericYouhave great opportunities if youmulticlass a battlecleric with a guardian fighter or atempest fl ghter, becausetheyshareafocusonStrength,Wisdom,and melee attacks. The warhound of Bane paragon path (page 29) is a great fit for a character who uses both martial and divine powers. Other good options include the knight protector or the polearm master fromMartial Power, and the angelic avenger,thepit flghter, or the warpriest fromthe Player'S Handbook. Rogue:Ifyoumulticl assasabrutalroguewitha Dexterity-based fighter build, such as the tempest or the brawler, you gain a mutual benefi t fromhigh Strength. The rakehellduelist (page26) andthebladebravo (page 73) areideal paragon paths for you as a combi nation of striker anddefender. Youmight also consider the shock trooper andthe death dealer fromMartial Powerandthekensei from Player's Handbook. Warden: This combination works well because warden attack powers are based on Strength. The Defender of the Wil d feat fromPlayer's Handbook1 Is usefulfor a fighter. Itallows youtomark eachenemy adjacent to youeven after you run out of attacks that target multiple enemies. Warden powers are opti mal for controlling movement and keepingenemiesnearby, so t hiscombinationcanmake the fighter a better defender; try mixing warden with the brawling fighter or guardian flghter build. Warlord: The warlord and the fighter share Strength as aprimary ability score,sothey mixwell.Youwon' tbea great healer unless you Invest a significant number of feats, but with even a fewhealing powers, you can help bolster your group. The warlord also offers tactical options to help the fighter organize the battlefield aroundhim or her. LEVEL13ENCOUNTEREXPLOITSLEVEL15DAILYEXPLOITS Bash andPummelFighter Attack' 3 Youhack down one enemy and thenslashat another nearby with your next blow. Encounter. Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One or two creatures Attack: Strength vs.AC.Youmake the attack twice, distributing the attacksbetween the targets or making both attacks against one. Hit:, [W]+ Strengthmodifier damage, and the target is dazed until the end of your next turn. If youhit the same target twice with thispower, the second attack deals extra damage equal to your Dexterity modifier. Battle JumpFighter Attack13 Youleappast yourfoein a areat bound, stabbin8 aboveits 8uarc1as ),01180. Encounter. Martial, Weapon Standard ActionMelee weapon Effect:Before or after the attack, you jump 2 squares. You do not provoke opportunity attacks during the jump. Target: One creature Attack: Strength vs.AC Hit: 3[W] + Strengthmodifier damage. Hilt SmashFighter Attack1 3 After a wide swin8. youreverse ),our weaponand slamits arip a8ainst yourfoe'shead. Encounter. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust be wielding two melee weapons. Target: One creature Primary Attack: Strength vs.AC(main weapon) Hit: 1 [W]+ Strengthmodifier damage, andthe target grants combat advantage to youuntilthe end of your next turn. Effect: Make a secondary attack against the target. Secondary Attack: Strength vs.AC(off-handweapon) Hit:1 [W]+ Strengthmodifier damage, and the targetis dazed until the end of your next turnif youhavecombat advantage against it. StrangleholdFighter Attack1 3 While ),our foeis still reeHnsfrom ),our hit, youwrap your arm arounditsneck and squeeze. Encounter. Martia'l,Weapon Standard ActionMelee weapon Requirement: Youmust havea hand free. Target: One creature Attack: Strength vs.AC Hit: 2[W]+ Strengthmodifier damage, and yougrabthe target. The target isdazeduntil the grab ends. The grab ends automatically at the end of yournext turn. Special: When making an opportunity attack, youcanuse thispower inplace of a meleebasic attack. EyeGougeFighter Attack 15 Youdeliver a quick strike to your foeand then 80forits eyes. attemptin8 to 8ou8e them out with ),our freehand. Daily. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust have a hand free. Target:One creature Primary Attack: Strength vs.AC Hit:2[W]+ Strength modifier damage. Effect:Make a secondary attack against the target. Secondary Attack: Strength vs.Reflex (unarmed) Hit: 2[W]+ Strength modifier damage. and the target is blinded (save ends). Miss:Half damage, and the target isblindeduntilthe end of yournext turn. NoRoom t oBreatheFighter Attack 15 Youpressthe attack withrelentless intensit)\ leavin8 ),ollr foeno time tolaunch aproper counterattack. Daily. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs.AC Hit:2[W]+ Strength modifier damage, andthe target is weakeneduntilthe end of yournext turn. Miss: The target isweakeneduntilthe end of yournext turn. Relentless HeadlockFighter Attack15 After a preparatory strike with ),ollr weapon,),ouwrap your arm around ),our foe,leavin8noroomto escape. Daily. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust have a hand free. Target: One creature Attack: Strength vs.AC HIt:2[W]+ Strength modifier damage, and yougrab the target. Untilthe grab ends. the target grants combat advantage to you. Whenever the target failsto escape the grab, you canmake an opportunity attack against it. Miss:Half damage, and you grabthe target. Sudden OpportunityFighter Attack 1 5 "''hell one ofyour allies hits anenemy,you take advanta8e of the foe'sdistraction to put it onthe around with aquick attack. Daily. Martial, Weapon FreeActionMelee weapon Trigger: Anenemy within2 squares of youisbloodiedby your or your ally's attack or suffers a critical hit fromyouor your ally Effect:Beforethe attack, youshift 3 squares. Target: The triggering enemy Attack: Strength vs.AC Hit: 3[W] + Strength modifier damage, and the target is dazed (save ends). Miss:Half damage. Weapon: If you're wielding an axe, ahammer, a mace, or a pick, youknock the target prone. CHAPTER1I Fi8hter LEVEL16UTILITYEXPLOITS Battle AcumenFighter Utility 16 Youabsorb everythin8 80in8 onaround you. and your enemies findit hard to catch youunaware. Daily. Martial, Stance Minor ActionPersonal Effect: Until the stance ends, youdon't grant combat advantage while youare conscious_ Fury's ResurgenceFighter Utility16 The thrill of the killisenou8hto shake off any ill effects. Daily. Healing,Martial Free ActionPersonal Trigger: Youscore a criticalhit or reduce anenemy to 0hit pOints Effect: Youspend a healing surge andregain additionalhit points equal to your Constitutionmodifier.Youmake a saving throw against each effect on youthat a save can end, and you gain abonus to the saving throws equal to your Constitution modifier. PainfulDragFighter Utility16 Youstride acrossthe room , dra88in9 an enemy behind you. Encounter. Martial Move ActionPersonal Requirement: Youmust have a creature grabbed. Effect: Youmove your speed. For each square youmove, youslide a creature grabbedby you1 square to a square adjacent to you_The creature remains grabbed, and you do not provoke an opportunity attack fromthe grabbed creature for this movement. The grabbed creature grants combat advantageuntil the end of your next turn. TangleUpFighter Utility16 When your enemy lowersits 8uard. youtakethe opportunity to tan81e its feet and send it sprawlina. Encounter. Martial FreeActionMeleeweapon Trigger: Youhit or miss an enemy withanopportunity attack Target: The triggering enemy Effect: Youknock the target prone. Youmark the target (saveends). Twisting EscapeFighter Utility16 Youtwist your body like a contortionist,escapina eventhetiahtest restraints. At-Will. Martial MoveActionPersonal Prerequisite: Youmust be trainedinAthletics. Requirement: Youmust be grabbed. Effect: Youattempt to escape a grab and gain a +5bonus to the Athletics check to escape.If youescape, youcan shift half your speed instead of the normal 1 square. LEVEL17ENCOUNTEREXPLOITS Battering RamFighter Attack17 Youpickupthe enemy you are 8rapplina andrunit headfirst into another foe. Encounter. Martial, Weapon Standard ActionMelee 1 Target: One creature grabbedby you Effect:Youmove your speed,pulling the target with you. The target remains grabbed, and youdo not provokean opportunity attack fromthe target forthismovement. Attack: Strength vs.Fortitude (unarmed) HIt:2[W)+ Strength modifier damage. and youknock the target prone. If the target isadjacent to one or more of your enemies, it takes extra damage equal to 2 + your Dexterity modifier, andthe enemies it is adjacent to are also knockedprone. lunging DervishFighter Attack17 Youtake a lonastep fo nvard.bendin8'ow as your leadinaarm delivers anarcin8 slash. You followthe attack witha qUick cut from your offhand weapon. Encounter. Martial, Weapon Standard ActionClose burst 2 Requirement: Youmust be wielding two melee weapons. Primary Target: Eachenemy inburst youcan see Primary Attack: Strength vs.AC(mainweapon) Hit: 1 [W] + Strength modifier damage, and youslide the primary target 1 square. Effect:Make a secondary attack that isa dose burst 1. Secondary Target: Each enemy inburst youcan see Secondary Attack: Strength vs. AC(off-handweaporl) Hit: Strength modifier damage. Minotaur ChargeFighter Attack17 Youlower your head andcharne your foe,sendin9it sprawlin8. Encounter. Invigorating,Martial, Weapon Standard ActionMelee weapon Target: One creature Primary Attack: Strength vs.AC Hit:3[W)+ Strengthmodifier damage, and youpush the target 1 square and shift 1 square to a square the target vacated. Make a secondary attack against the target. Secondary Attack: Strength vs.Fortitude Hit: Youpushthe target 3 squares andknockit prone. Special: When charging, youcan use this power inplace of a melee basic attack. Punishing Shield BlockFighter Attack17 Youcatch your enemy's attackwith your shield andthen slam the shield back into your foe,knockilla itdown. Encounter. Martial Immediate InterruptMelee 1 Requirement: Youmust be using a shield. Trigger: Anenemy adjacent to youhitsor misses youwith a close or a melee attack Target: The triggering enemy Effect: The target takes a -2penalty tothe attack roll. Attack: Strength + 4 vs.Fortitude Level 21: Strength + 6vs.Fortitude Hit:2d6 + Strengthmodifier damage, and youknock the target prone. CHAPTER1IFi8hter Shifting BladeFighter Attack 17 Youswitch your weaponto your empty hand. catchin8 your enemy completely off8uard. Encounter. Martial, Weapon Standard ActionMelee weapon Requirement: Youmusthavea hand free. Target: One creature Effect: Thetarget grants combat advantage to youuntilthe end of your next turn. Attack: Strength vs.AC Hit:3[W] + Strengthmodifier damage. Vicious UppercutFighter Attack17 Youmake a diversionary attack with your weapontohide the realthreat- anuppercutJrom your fre e hand. Encounter. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust havea hand free. Target: One creature Primary Attack: Strength vs. AC Hit:1 [WI+ Strength modifier damage. Effect: Make a secondary attack against the target. Secondary Attack: Strength vs.Fortitude (unarmed) Hit:1 [WI+ Strengthmodifier damage. andthe target is stunned untilthe end of your next turn. LEVEL19DAILYEXPLOITS BattlefieldChallengeFighter Attack19 Roaritl8 a war cry. yourushI1nenemy andprovethat it is you that it shouldbeattackin8. Daily. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit:S[W]+ Strengthmodifier damage. Effect:Untilthe end of the encounter. whenever an enemy youcan see makes an attack that doesnot include youas a target. youcanmark that enemy as an opportunity action. Themark takes effect after the attack. anditlasts untilthe endof your next turn. Special: When charging. you can usethispower inplace of a melee basic attack. IronTornadoFighter Attack 19 Yousweep),our weaponthroulJhnearby enemies.Then, while they're recoverin8,),011seize a foe and hurlit awayfrom you. Daily. Martial, Weapon Standard ActionCloseburst 1 Requirement: Youmust have a hand free. Primary Target:Eachenemy inburst youcansee Primary Attack: Strength vs.AC Hit:2[W]+ Strengthmodifier damage. and the primary target isdazeduntilthe end of your next turn. Makea melee secondary attack. Secondary Target: One creature hitby the primary attack Secondary Attack: Strength vs.Fortitude (unarmed) Hit:Youpushthe secondary target anumber of squares equal to 1 + yourDexterity modifier andknockitprone. Miss: Half damage. Mighty Shield SlamFighter Attack19 Youslam your shieldinto your foe witha quick.powerfulthrust. Daily. Martial,Reliable Minor ActionMelee1 Requirement: Youmust be using a shield. Target: One creature $ Attack: Strength + 4vs. Fortitude UJ ZLevel 21 : Strength + 6 vs. Fortitude Hit:2d6 + Strength modifier damage. and youpush the target 1 square. The target isdazeduntilthe end of your next turn. Persistence of BladesFighter Attack 19 Youarea whirl of steel andresolve.Nothin8can deter you from strikin8 yourfoe. Daily. Martial, Stance Minor ActionPersonal Effect:Untilthe stance ends, onceper turn when youmiss with a melee attack roll,youcanrerollthe attack roll. Pugilist's ResolveFighter Attack 19 Your enemies leave themselves open to your powerful punches whenthey attack youbut failtohit. Daily. Martial, Stance, Weapon Minor ActionPersonal Requirement: Youmust have ahand free. Effect: Until the stance ends, you can make the following attack. Immediate ReactionMelee weapon Trigger: Anenemy adjacent to youmisses youwith a melee attack Requirement: Youmust have a hand free. Target: The triggering enemy. Attack: Strength vs.AC(unarmed) Hit:Strengthmodifier + Dexterity modifier damage, and youknock the target prone. LEVEL22UTILITYEXPLOITS Hard to KinFighter Utility 22 The tou8her the battle becomes.the harder you]lB/lt. Youshnl8 off minor wounds and resist eventhe worst effects. Daily. Martial, Stance Minor ActionPersonal Effect:Until the stance ends, you gain apower bonus to saving throws equal to your Wisdom modifier, and while you are bloodied you gain resistance to alldamage equal to 5 + your Constitution modifier. Instant GetawayFighter Utility22 YouqUickl)' try to shake off whatever'sholdin8 you. At -Will. Martial Minor ActionPersonal Effect:Youcanmake an escape attempt, or youcanmake a saving throw against aneffect that immobilizes or restrains youandthat a save canend. C H APTE R1I Fi8ht e r Prescient ShieldFighter Utility22 YOIIappear to raise YOllrshieldtoblock your foes' attacks even before the creatures swin8. Daily+ Martial, Stance Minor ActionPersonal Requirement: Youmust be using a shield Effect: Untilthe stance ends, whenever an enemy adjacent to youhits you, youcan gain abonus to ACand Reflex against the attack equalto your Wisdommodifier as an immediate interrupt. Surprising FinishFighter Utility22 As yourelease your 8rip on a foe, ),011smash YOllrhand into its face, sendin8 the creature reelinB' Daily + Martial Free ActionMelee 1 Trigger: Youstop grabbing an enemy Target: The enemy youreleased Effect: Youknock the target prone, and the target isdazed (save ends). Undeniable ChallengeFighter Utility22 Youcall a creature out. and it has 110choice except to focusits attention on you. Encounter + Martial Minor ActionMelee1 Target: One or two creatures marked by you Effect: Until the end of your next turn, the target cannot make any attack that does not include youas atarget. LEVEL23ENCOUNTEREXPLOITS Behemoth WrathFighter Attack23 Yourush ),ourfoe and drive the creature toitskneeswith a pow erful blow. Encounter + Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit: 3[Wj + Strength modifier damage. and the target is dazeduntilthe end of your next turn. Weapon: If you're wielding an axe, ahammer, or a mace, the attack deals extra damage equal to your Constitution modifier, and youknock ~ h etarget prone. Special: When charging, you can usethispower inpl'ace of amelee basic attack. Colossal StrikeFighter Attack23 Youdeala mi8hty blow that sends your enemy staggerill8. Encounter + Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit: 4[WJ+ Strengthmodifier damage, and youpush the target a number of squares equalto your Constitution modifier. Weapon: If you're wielding anaxe,a hammer, or amace, youalso knock the target prone. MARTIALFELLOWSHIPS Martial characters who adventure and fight together sometimes form deep bonds of diScipline, respect, and common purpose. The martial experience creates apowerful connection, whether that connection involves comrades ina military unit, a small band sharing a noble quest, or just a group of friends in a bar fight.BeingJanthar, a great fighter, isn't nearly as exciting as being Janthar of the Black GriffonCompany or Janthar who rides with the Seven Heroes of legend. Martialfellowshipsembody acommonstyle, attitude, or modus operandi. Just as an individual character has his or her own personality and favoredploys,an adventuring company candevelopa collectivepersonality and tactics that makeit greater than the sum of itsparts. Here are a few suggestions forrefining your own martial fellowshi p. Competitive:Youandyourcomrades appear toconstantly be upstaging each other, seeking the greatest renown possible from each fight. You jockey to get in the killing blow against a worthy foe, you race each other in skillchallenges, andyouboastwhenyouscoreagrievoushit.However, coming insecond engendersno ill feelings-after all,you'll each have a chance to outshine the othersnext time. Disciplined: Consummate professionals, you and your fellowadventurersdrilltogetherandpracticecooperative tactics. Effi ciency andresults are what count for your fellowship. You might usemilitary jargon topassaround tactical advice. Youhave devel oped standard methods for CHAPTER1I Fighter breaching doors, shielding injured comrades, and dealing with unseen foes. You're not after individual glory, because you're allteam players. Honorable: Courage,loyalty,integrity-these are your watchwords, and you live by them. Youand your companions measure yourselves against a noble code. Youdo not strikedownhelplessfoes,youdonotslaughterprisoners,and youdo not abandon allies on the fieldof battle. Friends and enemies alike admire your gallantry and know that youare heroes of your word. Witty: For you, battle is an opportunity to demonstrate witty repartee and appreciate the ironies of ahero's existence.Youandyourcompanionsmakelightof danger, laughing at your mistakes and tossing off ridiculous exaggerations.Ratherthangrimlykillingeachenemy.you might send humiliated survivors running with a few taunts to speed them on their way.After all, who will spread the story of your wi t if you ki lleverythi ng? WildBunch: Youandyourfriendsaren't just aband of heroes;youarecatastrophewaitingtobeunleashed. You launch yourselves into battle with wildrecklessness, storming throughchallengesonmuscleand fury.When thebattleends,your fellowshiprelaxesashardasyou fight . No evening is complete without a protracted bout of drinking, brawli ng, and debauchery.Youmight be heroes. but everyonebreathes a sigh of relief when youand your companions moveon. Gut PunchFighter Attack23 Your weaponisbusy parryinBthe enemy's attacks, so you smash your fistinto its vitals. Encounter" Martial, Weapon Immediate ReactionMelee touch Requirement: Youmust have ahandfree. Trigger: Anenemy misses youwith amelee attack Target: The triggering enemy Attack: Strength vs.Fortitude (unarmed) Hit:, [WI+ Strength modifier damage, andthe target is immobilized and weakened untilthe end of its next turn. Opportunist's TrapFighter Attack23 Your first foray aBainst the enemy isruse,ripenin8the foe for subsequent attacks. Encounter" Martial, Weapon Standard ActionMelee weapon Requirement: Youmust be wielding twomelee weapons. Target: One creature Primary Attack: Strength vs. AC(main weapon) Hit: 1 [W]+ Strength modifier damage. Effect:Make a secondary attack against the target. Secondary Attack: Strength vs. AC (off-hand weapon) Hit:, [WI+ Strength modifier damage. Effect:Untilthe end of yournext turn, youcanmake the following attack against the target. Opportunity ActionMelee weapon Trigger: The target makes an attack roll Effect:Before your attack, youshift your speed. Attack: Strength vs. AC(main weapon) Hit:2[W] + Strengthmodifier damage, and youknock the target prone. Trollclaw GripFighter Attack23 You followa hard cut from your weapon\\lithanattempt to seize a nearby enemy ina debilitatin8 8rip. Encounter" Martial, Weapon Standard ActionMelee weapon Requirement: Youmust have ahand free. Target: One creature Primary Attack: Strength vs.AC Hit:3[W] + Strengthmodifier damage. Effect:Makea secondary attack against the target. Secondary Attack: Strength vs.Reflex (unarmed) Hit: 1 [W]+ Strength modifier damage, and you grab the target. The target grants combat advantageuntilthe grab ends. LEVEL25 DAILYEXPLOITS Blinding ProvocationFighter Attack25 Youopena bleedin8 cut that obscures your enemy's vision.You thetlBoad your siBlltlessfoeillto attackin8blindl)( Daily.. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier damage, andthe target is blinded (saveends). Untilthe target isnolonger blinded, whenever it misses with amelee attack, youcanslidethe target'square asan opportunity action, and the target then makes amelee basic attack against one creature of your choice as a freeaction. Miss:Half damage, andthe target isblindeduntilthe end of yournext turn. C HAPTER1I Fi8hter Deft CounterattackFighter Attack25 Youintercept thefoe'sweaponwith such forcethat itbecomes stuck in your sltield. Youthendeliver a stin8in8 counterattack. Daily. Martial,Reliable, Weapon Immediate ReactionMelee weapon Requirement: Youmust be using a shield. Trigger: Anenemy misses youwith a melee attack Target: The triggering enemy Attack: Strength vs.AC Hit:5[W]+ Strength modifier damage, andthe target drops one weapon itiswielding.Youcan choose to catch the dropped weapon ina freehand or have itland on the ground at your feet (inyour square). The target grants combat advantage to you (save ends). Hammering PommelFighter Attack25 Youstrike with your weapon and thenusethe weapon's pommel toknock your opponent backward,rattlin8its senses. Daily. Martial,Weapon Standard ActionMelee weapon Requirement: Youmust have a hand free. Target: One creature Attack: Strength vs.AC Hit: 4[W]+ Strength modifier damage, and youpush the target 3 squares. The target isstunned (save ends). Miss:Half damage, and youpushthe target 1 square. The target isstunneduntilthe end of your next turn. Holdat BayFighter Attack25 Youhack at your foe and then seize hold of it, prevelltill8the creature fromattackill8 effectively. Daily. Martial, Weapon Standard ActiOnMelee weapon Requirement: Youmust have a hand free. Target: One creature Primary Attack: Strength vs. AC Hit: 5[W]+ Strength modifier damage. Makeanunarmed secondary attack against the target. Secondary Attack: Strength vs.Reflex (unarmed) Hit:Yougrab the target.Inadditionto the normaleffects of a grab, the target isrestraineduntilthe grab ends. Miss:Half damage. Impaling KnockdownFighter Attack 25 Youknock yourfoe tothe wound and driveyour weaponinto its8ut. Daily. Martial,Reliable, Weapon Standard ActionMelee weapon Requirement: Youmust be wielding two melee weapons. Target: One creature Primary Attack: Strength vs.AC(main weapon) Hit:3[W]+ Strength modifier damage, and youknock the target prone. Make a secondary attack against the target. Secondary Attack: Strength vs. AC(off-hand weapon) Hit:1 [W]+ Strength modifier damage, andongOing 1 5 damage (saveends). LEVEL27ENCOUNTEREXPLOITS Blinding CutFighter Attack7.7 Your firstattack causes your foetodoubleover inpain, allowin8 you to attack its eyes. Encounter. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust bewielding two melee weapons. Target: One creature Primary Attack: Strength vs. AC(main weapon) Hit: 3[W]+ Strengthmodifier damage, and the target grants combat advantage to youuntil the end of your next turn. Effect: Make a secondary attack against the target. Secondary Attack: Strength vs. AC (off-hand weapon) Hit:1[WI+ Strength modifier damage.If youhave combat advantage against the target, itisblindeduntil the end of your next turn. GashandGoadFighter Attack27 A powerful blow attracts your foe'sattention.When youmove off and taunt the creature.it chases you. Encounter. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit: 41W]+ Strength modifier damage. Effect: After the attack, youshift 3 squares.If youhit the target, youpullit adjacent to you. Invigorating FuryFighter Attack7.7 With a roar, youlet out ajlurry of attacks that invi80rates you. Encounter. Invigorating, Martial, Weapon Standard ActionCloseburst 1 Target: Eachenemy inburst youcan see Attack: Strength vs.AC Hit: 3[WJ+ Strength modifier + Constitution modifier damage. Wrenching AssaultFighter Attack7.7 Your weapon strikes your enell1Y andsendsit spinnin8,leavin8 you freeto1I10veinand 8rapple. Encounter. Martial, Weapon Standard ActionMelee weapon Requirement: Youmust have a hand free. Target: One creature Attack: Strength vs.AC Hit: 4[W] + Strength modifier damage, and youslide the target 1 square to a square adjacent to you.Yougrab the target, and the target drops one weapon it iswielding. Youcan choose to catch the weapon ina freehand or have it land on the ground at your feet (inyour square). If the target isnot wielding a weapon,itinstead grants combat advantage to youuntilthe end of your next turn. The grab ends automatically at the end of your next turn. C HAP T ER1IFi8hter LEVEL29DAILYEXPLOITS Debilitating BashFighter Attack29 YOIIdelivera series of shieldbashes that keepsyour enemy onthe defensive andprevents it fromunleashin8 any skilled auacks. Daily+ Martial Minor ActionMelee1 Requirement: Youmust beusing a shield. Target: One creature Attack: Strength + 6 vs. Fortitude Hit:6d6 + Strength modifier damage, and youpush the target anumber of squares equal to your Strength modifier. The target can use only basic attacks to attack (save ends). Miss:Half damage, and the target can use only basic attacks to attack untilthe end of your next turn. Exhilarating AssaultFighter Attack 29 Yourush at the enemy.feelin8 a fierceexhilarationthat allows you10i8nore your wounds. Daily+ Healing, Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit:3[W]+ Strength modifier damage, and youcan spend a healing surge. Effect: Youcanmake a saving throw against each effect on youthat a save can end. Untilthe end of the encounter, youhaveregeneration15 while youare bloodied. Special: When charging, youcanuse this power inplace of amelee basic attack. Neck SnapFighter Attack29 After a wicked slash from your weapon, youseize ),our foe's throat and II)'tosnap itsneck. Daily+Martial, Reliable, Weapon Standard ActionMelee weapon Requirement: Youmust have ahand free. Target: One creature Primary Attack: Strength vs.AC Hit: 2[W]+ Strength modifier damage, and yougrab the target. Thetarget isrestraineduntilthe grab ends. You can make the following secondary attack against the target as a standard action or as animmediate interrupt when the target attempts to escape the grab. Secondary Attack: Strength vs. Fortitude (unarmed) Hit:6[W]+ Strengthmodifier damage, and the grab ends. Miss: 4[W]+ Strength modifier damage, and the grab ends. Savage ButcheryFighter Attack 29 Youhack your enemies topieces with a sava8l' series ofbrulal cuts. Daily + Invigorating, Martial, Weapon Standard ActionMelee weapon Target: One, two, or three creatures Attack: Strength vs.AC Hit:2[W]+ Strength modifier damage. Miss:Half damage. Weapon: If you' rewielding an axe, ahammer, or amace, the attack deals 1[WIextra damage against prone targets. Sudden OnslaughtFighter Attack 29 When your ally lands a tellin8blow,)'OUsense opportunity. You quickly leapintofinish off the foe. Daily + Martial, Weapon Free ActionMelee 1 Trigger: Anenemy within2 squares of youisbloodiedby your or your ally's attack or suffers a criticalhit fromyouor your ally Effect: Youshift your speed to a square adjacent to the triggering enemy. Target: The triggering enemy Attack: Strength vs.AC Hit:51WI+ Strengthmodifier damage, and the target is dazed and weakened (saveends both). Weapon: If you're wielding an axe, ahammer, amace, or a pick, youalso knock the target prone. Miss: Half damage, and the target is dazed and weakened until the end of your next turn. C HAPTER1I Fi8hter - . NEWPARAGONPATHS KNIGHT "Hellfire and steel aremy weapons against darkness." Prerequisite: Fighter and either Eldritch Pact (infernal) class feature or Pact Initiate (infernal pact) feat You'reboth a warrior and a warlock, steeped in the martial lore of the Nine Hells. Youmight have learned the sinister techniques of this path from another practitioner, fromforbiddentomes guarded inbrooding monasteries, or fromthe infernal patrons who answer your call when you dabble inthe war lock's craft. Regardless of how you came tofollowthis path, youwield the power ofan infernal pact; what you choose todo with your dark gift isup to you. Asan Avernian knight, youcombine the power of a warlock's pact with exceptional skill at arms, weav ing sinister spells into your weapon. In battle, you callupon your spells to scour your foeswith infernal curses and punish them severely when they ignore your challenge. Orders of Avernian knights are foundinthe Nine Hells and in other places where devilsholdsway. Most who wieldthe power of the Nine Hells do so at the cost of their souls and are irrevocably sworn to the service of evil. However, youneed not choose evil tofollowthis path. Sometimes goodheroes succeed in turning the power of evil against itself,finding a way towithstand the taint of the dark powers. AVERNIANKNIGHTPATHFEATURES Avernian Action (11th level): When you spend an action point totake an extra action, your attack powers gain the firekeyword and deal extra fire damage equal to5 + your Constitution modifier until the end ofyour turn. Melee Implement (11th level): Youcan useany melee weapon as a warlock implement. However, you don't gain the weapon's proficiency bonus when you use it forimplement attacks. In addition, whenever youuse a melee weapon as an implement foran arcane power, you do not pro voke opportunity attacks fromenemies adjacent to youforusing a rangedpower. Hellish Mark (16th level): Whenever an enemy markedby youmakes an attack that doesn't include youasa target, that enemy takes 5 + your Constitu tion modifier firedamage after the attack isresolved. AVERNIANKNIGHTSPELLS Curse StrikeAvernianKnightAttack11 Your strike delivers a dark curse,debilitatin8your foeand lend ill8power to your next attack. Encounter. Arcane, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. Will Hit:2[W]+ Strength modifier damage. Untilthe end of your next turn, the target takes a -2penalty to attack rolls, and your weapon attacks against the target deal 2d6 extra damage. Avernian ChallengeAvernianKnightUtility12 Youteleport a short distance and challell8e nearby enemies. Encounter. Arcane, Teleportation MoveActionPersonal Effect: Youteleport 5 squares andthen mark each enemy adjacent to youuntilthe end of your next turn. Hellforged BladeAvernianKnight Attack20 RUlles of redfire be8ill810win8 011your weapon. Each foe you strike bursts illtoflame andisassailed by supernatural dread. Daily. Arcane,Fear,Fire, Weapon Standard ActionCloseburst 1 Target:Eachenemy inburst Attack: Strengthvs.AC Hit: 3[W]+ Strength modifier damage, andthe target is marked, takes a -2penalty to alldefenses, and takes on going 10 firedamage (save ends all). Miss:Half damage, and ongOing 5 firedamage (saveends). HAPTER.lI Fi8hter GLORIOUSMYRMIDON "The aods lookuponmy moment ofalory and know envy." Prerequisite: Fighter, trained in Athletics Youare a warrior of tremendous athleticism and skill. For you, battle isthe ultimate competition-a contest in which your personaltriumphs and deeds of daring willwin youlasting glory. Youmeasure your victories by the fameandrecognition they bring you. Folks might say that you'reproud, vain, Or selfish, and that your hubris is an affront to the gods. Yousee nothing wrong in wanting to glorify the natural gifts the gods granted youor demonstrating tothe world the rewards that can be won with courage, dedication, and skill. Youvaluefame,honor, and the stories of your tri umphs over gold and other worldly treasures. You're on the lookout foropportunities to add to your own growing fame, not through bragging about what you've done but by testing yourself against worthy foesand producing evidence of your victories. If youcan't fight the dragon on the village green, then at least you can bring back itsheadtiedto your saddle horn to let everyoneknowthat YOllbestedthe creature. Youhavelittle interest in dishonorable victories or foesbeneath your station. Ifyoumust givebattle tounworthy enemies toprotect innocent people, you might choose to set your own challengeby Wielding ineffective weapons, using only simple attacks, or allowing your opponents the first strike. Defeating a band of goblins hardly adds to your renown at this pOint in your career, but defeating them with your bare hands- now there's a story. GLORIOUSMYRMIDON PATHFEATURES Myrmidon's Action (11th level): When you spend an action point totake an extra action, you can shift 3 squares as a freeaction before or after the extra action, and you gain a +2bonus to attack rolls untilthe start ofyour nextturn. Battle Agility (11th level): Youignore the speed penalty and check penalty of chainmail and scale armor. Myrmidon Athleticism (16th level): You gain a +1bonus tospeed and a +2bonus to Acrobatics. Athletics, and Endurance checks. ~ UJ Z GLORIOUSMYRMIDONEXPLOITS Charge to GloryGloriOllsMyrmidon Attack 11 Youbarrel into your enemy, eaBer todraw firs!blood. Encounter. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit:2[W]+ Strength modifier damage. Effect Youknock the target prone. Special: When charging, youcanuse this power inplace of amelee basic attack. Exult in VictoryGloriousMyrmidonUtility1 2 nle 8'ory ofa hardJou8ht victory sweepsaway your fatinue when youdefeat a worthyfoe. Encounter. Healing. Martial Free ActionPersonal Trigger: Youreduce an enemy to 0hitpOints with amelee attack Effect: Youuse your second wind, and you gain a +1 bonus to attack rollsuntilthe end of your next turn. Moment of TriumphGloriousMyrmidonAttack20 Youexhibit a level of pure skill andresiliencethat few opponents can match, especially insin81e combat. Daily. Martial, Stance Minor ActionPersonal Effect:Until the stance ends, you gaina +2power bonus to attack rollsand to all defenses.Inaddition, enemies markedby youtake a-4 penalty to attack rollsinstead of a- 2penalty formaking an attack that doesn't include youas atarget. CHAPTER1I Finhter IRONSTARMAULER ''Aawessionisthe key to victory. Get in there and start mixinait up while your enemy is still tryina todecideifit wants to fiaht or not. Hesitation is aluxury we can't afford ." Prerequisite: Fighter, Ironstar Student feat Youare a battle-tested master of the lronstar combat style. Youwielda mace or a flailas easily as a gracefulelf duelist wields a rapier; in your hands, these cruel weapons are as light and quick as willow switches. Youhave spent countless hours attaining the necessary balance, concentration, and intuition to usethese weapons effectively. With uncanny preci sion, you can crumple a shield, break a weapon-hand, shatter fangs, or crush a skull. Beyond mastering the style's pure physical technique, youhaveabsorbed the attitude and mindset of the Ironstar masters. Your chosen style ismore than pure strength and savagery. Yourecognize that fearlessness, intimidation, and aggression are weapons every bit as important as the maces or flails you wield. Warriors of different races andlands have developed techniques similar to yours,but none have studiedthem more carefully-or practiced them more fiercely-than the dwarf masters who originated the Ironstar technique. Youhave learned fromtheir teachings andbecome a fierceand tough-minded warrior. Youare thefirsttocharge into the frayand the last to leaveit.Enemies do wellto fear you. IRONSTARMAULERPATHFEATURES Ironstar Action (11th level): When youspend an action point to attack with a power associatedwith the Ironstar Student feator the Ironstar Crusher feat, you can score a critical hit on a rollof 18-20, and you treat the weapon you use forthat attack ashaving the high crit property. Ironstar Master (11th level): You gain a +1 bonus toattack rolls with maces and flails. Ironstar Expertise (16th level): Whenever you hit an enemy with a mace or a flail , that enemy takes a -2 penalty tothe saving throw against any effect fromthat attack. IRONSTARMAULEREXPLOITS Devastating Smashlronstar Mauler Attack11 Youdealapowerful blow that leaves your foe opento your allies' attacks. Encounter. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit:2[W]+ Strength modifier damage, and the target is dazed and slowed untilthe end of your next turn. CHAPTER1I Fiahter Ironstar Stancelronsta.Mauler Utility12 You aain extraviaor aslonaas the battle raaes. Daily. Martial, Stance Minor ActionPersonal Effect:Untilthe stance ends, if youhave notemporary hit points at the start of your turn, yougaintemporary hit points equal to5 + your Constitution modifier. Crushing Furylronstar Mauler Attack 20 Youbatter your l1earby enemieswith overpowerinablows. Each hit drives an enemy back into its allies, dazin8 themLoo. Daily. Martial, Weapon Standard ActionClose burst 1 Primary Target:Eachenemy inburst Primary Attack: Strength vs. AC Hit:3[WJ+ Strength modifier damage, youpushthe primary target 1 square, andthe primary target isdazed and slowed (save ends both). Make a melee secondary attack. Secondary Target:One creature adjacent to theprimary target that was not inthe burst of the primary attack Secondary Attack: Strength vs. Fortitude Hit: The secondary target is dazeduntilthe end of your next turn. Miss:Half damage, andthe primary target isslowed (save ends). KULKORARMSMASTER "Swords are pretty,there's no doubt ofit.But ifyou want to crack openplate armor or split a dra8on's scales, you'l! need a weapon with more hittin8power." Prerequisite: Fighter, Kulkor Battlearm Student reat Youare a well-traveled veteran, a pragmatic mercenary who has fought in a dozen dirferent lands. Along the way, you've come toappreciate the virtues and drawbacks or various weapons. Sometimes you're a soldier, sometimes a bodyguard, and sometimes a freebooter in search of the next opportunity. Wherever you go and whatever you do,though, you're always a master of arms. Many who share your combat style are heartless sellswords, fighting only forthe next bag of gold. Youmight bemotivatedby coin, or you couldfind yourselr drawn to a higher cause. Perhaps youpursue a calling as a wandering trainer, instructing castle guards and village militias in the effective useof their weapons. Youmight be a footloosetraveler, searching for a worthy place or cause toserve with your martial skills. Or youmight be a renowned troubleshooter, awaiting the next chance to test your skills against violent brigands or fiercemarauders. You'rewilling to slay monsters and dangerous beasts if that's what needs tobe done, but your true calling isto face enemies that have steel in their hands and prove your mastery over them. KULKORARMSMASTER PATHFEATURES Kulkor Master (11th level): Uyou use an axe, a hammer. or a mace that has the versatile property to hit an enemy granting combat advantage to you, that enemy grants combat advantage to all creatures until the start ofyour next turn. Kulkor Persistence (11th level): When you spend an action point to attack with an axe, a hammer, or a mace that has the versatile property,and that attack misses every target, you can reroll one attack rollbut must use the second result. Smite the FaJlen (16th level): Once per round, when you knock an enemy prone with a melee attack, you can make a melee basic attack against that enemy as arree action. KULKORARMSMASTEREXPLOITS Arms MasterKulkor Arms Master Attack11 Challenge Youlash Ollt at foeswithinreach,andthen call out another enemy a short distance awa), Encounter. Martial, Weapon Standard ActionMelee weapon Primary Target: One creature Primary Attack: Strength vs. AC$ Hit:2[W] + Strength modifier damage. w ZEffect:Makea secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs.AC Hit:2[W] + Strength modifier damage. Effect: Choose one enemy within5 squares of you other than the primary target or the secondary target. Youmark that enemy untilthe end of your next turn. Tempered inBloodKulkorArmsMJster Util ity12 Callin8 upon years ofbrutal conditionin8, youfi8ht off the pain ofa woundwith pure willpower. Encounter. Healing, Martial Free ActionPersonal Trigger: Youarebloodiedbyan attack Effect: After the attack isresolved, youuseyour second wind. Subjugation of SteelKulkor Arms Master Attack 20 Spirmin8 ina ti8ht circle. you viciously attackthe enemies surrOllndin8 you. Daily. Martial, Reliable, Weapon Standard ActionClose burst 1 Target: Eachenemy inburst youcan see Attack: Strength vs.AC Hit: 3[W] + Strength modifier damage. and youknock the target prone. RAKEHELLDUELIST "1can seethaI you are eaaer todie,but you'll havetowait until 1finishmy drink." Prerequisite: Fighter Youare a rakeheUduelist because you're the best at what youdo.With a weapon ineach hand, you rely onfastfootworkand skillful parries. Youscorn combatants who needhalf anhour to strap on heavy armor before they can do battle. By the time other warriors are ready, youcan dispatch three sets of opponents and two flagonsof ale.Knowing that a fight isaround the corner, youmake sure you're pre pared and that youenjoy lifewhile you can. Youhavewonriches and fameby going up against deadly opponents. Although your talents have earned youthe means toretire toa life ofluxury, youfind that your pu rsuit of the goodlife seems toend up causing fights.For a rakehell duelist, that's the pOint. Boasting, gambling, and courting the attractive and the wealthy isfunbecause it can result inbeing chal lengedto a duel. Yourreputation attracts a constant stream of aspiring duelists seeking totest themselves against a master. A rakehell duelist usually relishes each opportunity to confirm that he or she is still on top, mercilessly dispatching any ambitious upstarts. RAKEHELLDUELISTPATHFEATURES Duelist's Guard (11th level): While wearing light armor or chainmail, you gain a +1bonus to AC against enemies markedby you. Main Gauche Action (11th level): When you spend an action point to take an extra action, youcan make a melee basic attack with an off-handweapon as a free action before or after the extra action. Marked Opportunity (16th level): If an adjacent enemy marked by you shifts or makes an attack that doesn't include you as a target, it grants combat advantageto youuntil the end ofyour next turn. RAKEHELLDUELISTEXPLOITS Sly ChargeRakehellDuelistEncoUllter11 Rather than run into ),our waitin8 enem)1 ),ou.flick asmall weapon at it first todistract it as ),ourushin. Encounter. Martial, Weapon Standard ActionMelee weapon Effect: Youcharge andmake the following attackinplace of amelee basic attack. If you're wielding alight thrown weapon, youcan make arangedbasic attack against the target with that weapon as a freeactionbefore the charge. If the ranged attack hits, the target grants combat advantage to youuntilthe start of your next turn. Target: One creature Attack: Strength vs. AC Hit:"1 [W] + Strength modifier damage.If youhave combat advantage against the target, the attack dealsextra damage equal to your Dexterity modifier. MainGaucheParryRakehellDuelistUtility12 Lessontwenty-three of the tempest(cchllique- a well -timed parry with a /iSht blade call savelife and loin. Encounter. Martial Immediate InterruptPersonal Requirement: Youmust be wielding two melee weapons, one of whichisa lightblade that hasthe off-handproperty. Trigger: Anenemy hits youwith amelee attack Effect: Yougain a +4 bonus to ACandReflexuntilthe start of your next turn. Stay MobileRakehellDuelistAttack20 Youd'lrt in to deliver a stingin8 blow to ),our l'nem)\then sprin8 back out ofharm's wa)( Daily. Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs.AC Hit: 4[W]+ Strength modifier damage. Effect:Untilthe end of the encounter, whenever the target misses youwith amelee attack, youcan shift 1 square as a freeaction. C HAPTER1I FiBhter RAMPAGINGBRUTE "My hammer says that it and me are cominB in fast and BettinB what wecamefor." Prerequisite; Fighter, Ogremight Student feat Your arrivalisheralded by the crash of splinter ing woodandtheroar of abattle cry. When you smash through a door with a single swing ofyour massive weapon and barrel into the midst ofyour enemies, they dodge out of the way-if they'rewise. Ifbattle has taught youanything, it'sthat weight plus momentum equals deadly force.When you set your bulk inmotion, anyone smart knows to stay out ofyour way. Goliaths are famous fordefending mountain passes with a squad ofslingers, a pile of boulders, and a rampaging brute who rushes downhill and slams into the leader of the opposing forceas a killing rain of rock and stone smashes that foe'sallies. Goliath legends tell of the firstrampaging brute, Roglarok, who charged into the midst ofa company of hobgoblins beneath Tizun's Halls. Nooneinhis tribe couldhave defeated them single-handedly, but by drawing the defenders ofr, Roglarok allowedhis allies to achieve a victory by sneaking inbehind the distracted hobgoblins. Your tactics as a rampaging brute focuson charging in and tying up foes,keeping them away from the more frailmembers ofyour party. Your preferred weaponisa heavy weight at the end of a sturdy haft. Youfavorlight armor or chainmail sothat your charges can carry youfarther into the heart of the battle. You'llbehit frequently, but your fury willkeep youfighting no matter how grievous your wounds become. RAMPAGINGBRUTEPATHFEATURES Brute Charge (11th level); Whenever an enemy hits you with an opportunity attack while you're charging, you can knock that enemy prone as a free action after the opportunity attack isresolved. Rampager's Action (11th level); When you spend an action point to charge an enemy, thefirst attack youmake aspart of the charge deals 2[W] extra damage on a hit or damage equal to your Strength modifier on a miss. Trampling Rampager (16th level); When charging, youcan movethrough enemies' squares. z < " RAMPAGINGBRUTEEXPLOITS ,Barreling SwingRampaging Brllt!' Attack11 Yourushthrou8h your foes,swin8in8 your weaponillsweepin8 arcs as you arrive in their midst. Encounter + Martial, Weapon Standard ActionCloseburst 1 Effect: Youcharge and make the following attack ,inplace of a melee basic attack. When charging, you can move through enemies' squares. Target: Each enemy inburst youcan see Attack: Strength vs.AC Hit:2[W)+ Strength modifier damage. Weapon: If you're wielding a two-handedmace or a twohanded hammer, the attack deals extra damage equal to your Constitution modifier. Tumbling TrampleRampagingBruteUtility12 YOIImuscle aside enemies that stand between youand YOllr chosen foe. Encounter + Martial Free ActionMelee 1 Trigger: Youmove out of a square occupied by an enemy Target: The triggering enemy Effect: Youpush the target 2 squares and knock it prone. Brutal FuryRampaging Brute Attack 20 Seeinn onl.'enemy fallbeforeYOllrmi8ht stokesYOllrbloodlust. Daily+Martial,Reliable, Weapon Free ActionMelee weapon Trigger: Youreduce an enemy to 0hit points Effect:Youcharge and make the following attack inplace of a melee basic attack. Target:One creature Attack: Strength vs.AC Hit:3[Wl+ Strength modifier + Constitution modifier damage. CHA P TER1I Fi8hter STEELVANGUARDMASTER "Trust only in your steel and your skill. People willalways disappoint you." Prerequisite: Fighter, Steel Vanguard Student feat Youare a sword master of renown andan expert ill the famous Steel Vallguard style. This style isbased on the use oflarge, heavy swords such asthe greatsword and the falchion. Few can match your skill and lethality with a two-handed sword. Some combat styles are associated with specific schools. academies. or regions;the Steel Vanguard technique isnot one of these styles. It was developed centuries ago in the mercenary companies that served the empires of old.Countless variations and embellishments have been added tothe style over time. Currently. the mercenaries known asthe Steel Vanguard practice the style. and dozens ofdistinct regional styles have their roots in the base style. As a f ~ l I n e dsword master, youmight be sought out by students who want to learn your techniques or by challengers eager to earn a name by besting a warrior ofyour skill. How you deal with such chal lenges isup to you. Between adventures. youmight run a training school . teach at a famous academy as a visiting instructor. tutor young nobles, or take on an apprentice fora time. When adventure calls again. youset aside your lessons and once againusethe martial skills youhavehoned over years of fighting. STEELVANGUARDMASTER PATHfEATURES Vanguard Action (11th level): When you spend an action point tomake an attack. you gain a +4 bonus to attack rolls forthat attack against enemies marked by you. Steel Challenge (11th level): Whenever an enemy misses you with a melee attack. youcan mark that enemy as a freeaction. Great Weapon D