AW at-will · ENC encounter · DLY daily |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Wpn weapon rider · Spec special |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · [W] weapon dice · * = errata
You are very tough and have the exceptional ability to contain enemies in melee.
You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness.
Fighters are determined combat adepts trained to protect the other members of their adventuring groups. Fighters define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor. Fighters draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise.
Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight.
Your future is yours. When you unsheathe your weapon, what battle cry flies from your lips?
You can choose any fighter powers you like for your character. All fighters rely on Str. Fighters also need Con, Dex, or Wis, depending on which weapon they favor.
You’re interested in dealing out the most dmg you can. You prefer big two-handed weapons such as the greatsword or greataxe. You’re more interested in fighting hard than fighting smart. Your best ability score is definitely Str. A good Con improves your ability to use high dmg weapons, such as axes and hammers. Plus, extra hit points always help. Select powers that work well with twohanded weapons to make the most of this build.
Suggested Feat: Power Attack (Human feat: Action Surge)
Suggested Skills: Athletics, Endurance, Intimidate
Suggested At-Will Powers: cleave, reaping strike
Suggested Encounter Power: spinning sweep
Suggested Daily Power: brute strike
To fight better, you fight smarter. You’re willing to trade offense for superior defenses and better ability to control the battlefield around you. You fight with a heavy shield and a good one-handed weapon, such as a longsword, f lail, or battleaxe. Like the great weapon fighter, you make Str your best ability score. After that, prioritize your Dex to take advantage of weapons that can be improved by Dex-based feats, or your Wis to make the most of the combat superiority class feature. You’re hard to hurt and hard to move away from. Select powers that make use of your one-handed weapon and shield, as well as take advantage of your higher Dex score.
Suggested Feat: Weapon Focus (Human feat: Human Perseverance)
Suggested Skills: Heal, Intimidate, Streetwise
Suggested At-Will Powers: Sure strike, tide of iron
Suggested Encounter Power: covering attack
Suggested Daily Power: comeback strike
You’re an unpredictable warrior who trusts the adrenaline rush of battle to pull you through as much as heavy armor does. Few aspects of life give you the charge that being in the heat of battle does, and you build up a fury when your enemies manage to hurt you. You thrive on taking it to those foes by wielding highly damaging weapons such as axes, maces, hammers, and picks. Str is your focus, allowing you to make powerful attacks. You rely on Con to give weight to your attacks and to keep you in the fight. Like any other soldier, you count on brutal instinct to help you win the day, so Wis is important to you as well. The **Battlerager**** ****Vigor** class feature is designed to complement this build.
Suggested Feat: Power Attack (Human feat: Durable)
Suggested Skills: Athletics, Endurance, Intimidate
Suggested At-Will Powers: brash strike, crushing surge
Suggested Encounter Power: bell ringer
Suggested Daily Power: knee breaker
Rather than a shield or a big weapon, you have specialized in fighting using a weapon in each hand. You see it as the best of both worlds—given the right training, you can deliver good dmg and make up for the lack of a shield with deft parrying. Str remains any soldier’s bread and butter, and good battlefield awareness—Wis—is a must. You also rely on speed, maneuverability, and agility—Dex—to get your dirty work done. Con is a tertiary ability for you, granting useful staying power against foes not so easily fooled by your fancy footwork and feints. The **Tempest Technique** class feature is designed to complement this build.
Suggested Feat: Two-Weapon Fighting (Human feat: Human Perseverance)
Suggested Skills: Athletics, Intimidate, Streetwise
Suggested At-Will Powers: dual strike, footwork lure
Suggested Encounter Power: funneling flurry
Suggested Daily Power: tempest dance
You have an instinct for mayhem. You fight 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 for a brawling fighter, whether it's a wall you throw a foe against, furniture with which to trip an enemy, or stones you can employ as deadly projectiles. As with other fighters, Str is your most important ability score. Dex is a good choice for your second highest score, because Combat Agility and many ofyour attacks and utility powers reward Dex. After Str and Dex, choose Con to help your hit points and healing surges.
Suggested Class Features: Brawler Style, Combat Agility
Suggested Feat: Inescapable Hold
Suggested Skills: Athletics, Endurance, Intimidate
Suggested At-Will Powers: Grappling strike, Slash and pummel
Suggested Encounter Power: Bash and pinion
Suggested Daily Power: Seize and stab·
Some of your most important characteristics are the ability to wear very good armor, your exceptional hit point total, and your mastery of all military weapons. In addition, you have three unique class features.
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts EONT. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack* that does not include you, you can make a MBA against that enemy as an imm interrupt.
You gain a bonus to OAs equal to your Wis. An enemy struck by your OA stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
OR
Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to weapon* attack rolls.
OR
Fighters master intricacies of melee weapon skill that other characters can’t match. Unlike other classes, fighters have many encounter powers that work better when used with specific groups of melee weapons (see the table below). Powers associated with a weapon group favor a particular ability score mix, so that fighters with high Con are likely to want to use axes, hammers, or picks, while fighters with high Dex are more likely to favor heavy blades, light blades, flails, or spears. The weapon feats described in Chapter 6 that provide optimized abilities for specific groups of weapons favor the same ability score mixes, so the list below notes the melee weapon groups and the ability score that is most likely to help you optimize your fighter abilities with that weapon group.
Your powers are called exploits. Some work better for great weapon fighters and some work better for guardian fighters, but you can choose any power you like when you reach a level that allows you to choose a new power. The choice of weapon you make also provides benefits to certain fighter powers.
| AW | CleaveStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg, and an enemy adjacent to you other than tgt* takes dmg = Str. [L21: 2[W] + Str] |
| AW | Reaping StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg. Miss Half Str dmg. If you’re wielding a two-handed weapon, you deal dmg = Str. · [L21: 2[W] + Str] |
| AW | Sure StrikeStd Melee wpnTgt One creature | Atk Str + 2 vs AC · Hit 1[W] dmg. [L21: 2[W]] |
| AW | Tide of IronStd Melee wpnTgt One creature | Req You must be using a shield. · Atk Str vs AC · Hit 1[W] + Str dmg, and you push tgt 1 sq if it is your size, smaller than you, or one size category larger. You can shift into the space that tgt occupied. [L21: 2[W] + Str] |
| AW | Brash StrikeStd Melee wpnTgt One creature | Atk Str + 2 vs AC · Hit 1[W] + Str dmg. Eff You grant CA to tgt SONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals + Con. · [L21: 2[W] + Str] |
| AW | Crushing SurgeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg. [L21: 2[W] + Str] |
| AW | Dual StrikeStd Melee wpn1°Tgt One creature2°Tgt One creature other than the primary target | Req You must be wielding two melee weapons. · 1°Atk Str vs AC (main weapon) · 2°Atk Str vs AC (off-hand weapon) · Hit 1[W] dmg. · Hit 1[W] dmg. Eff Make a secondary attack. L21 2[W] dmg per attack.* |
| AW | Footwork LureStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg. You can shift 1 sq and slide tgt 1 sq into the space you left.* [L21: 2[W] + Str]* |
| AW | Grappling StrikeStd Melee touchTgt One creature | Req You must have a hand free. · Atk Str vs AC · Hit 1 [WI +Str dmg, and you grab tgt. The grab ends automatically at the EONT. L21 2[W] +Str dmg. · Brawler Style: When making an OA, you can use this power in place of a MBA. |
| AW | Slash and PummelStd Melee touchTgt One creature Primary | Req You must have a hand free. · Atk Str vs AC (main weapon) · 2°Atk Str vs Ref (unarmed) · Hit 1 [WI dmg. Make a secondary attack against tgt. · Hit 3 + Str dmg. L21 2[W] dmg. · L21 8 + Str dmg. |
| AW | Threatening RushStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1 [WI dmg, and you mark each enemy adjacent to you until the end ofyour next turn. L21 2[W] dmg. · Spec When charging, you can use this power in place of a MBA. · tacks are directed a8ainst you. |
| ENC | Covering AttackStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and an ally adjacent to tgt can shift 2 sq. |
| ENC | Passing AttackStd Melee wpn1°Tgt One creature2°Tgt One creature other than the primary target | Atk Str vs AC · 2°Atk Str + 2 vs AC · Hit 1[W] + Str dmg, and you can shift 1 sq. Make a secondary attack. · Hit 1[W] + Str dmg. |
| ENC | Spinning SweepStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg, and knock prone. |
| ENC | Steel Serpent StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt slowed and cannot shift until EONT. |
| ENC | Bell RingerStd Melee wpnTgt One creature | Atk Str vs Fort · Hit The target is dazed EONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals dmg = Con. |
| ENC | Distracting SpateStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt grants CA to you EONT. Wpn If you’re wielding two melee weapons, the attack deals + Dex. |
| ENC | Funneling FlurryStd Melee wpnTgts Two creatures | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), one attack per target · Hit 1[W] + Str dmg, and you slide tgt 1 sq. |
| ENC | Insightful StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If tgt bloodied, the attack deals + Wis. |
| ENC | Lunging StrikeStd Melee wpn + 1 reachTgt One creature | Atk Str – 1 vs AC · Hit 2[W] + Str dmg. |
| ENC | Shield BashStd Melee 1Tgt One creature | Req You must be using a shield. · Atk Str + 2 vs Ref · Hit 1d10 + Str dmg, and you push tgt 1 sq and knock it prone. Spec If you are a dwarf, the attack deals + Wis. · Spec When charging, you can use this power in place of a MBA. |
| ENC | Bash and PinionStd Melee wpnTgt One creature | Req You must have a hand free. · Atk Str vs AC · Hit 1 [W] + Str dmg, and you slide tgt 1 sq to a sq adjacent to you. You grab tgt, and until the grab ends, it takes a penalty to attack rolls equal to your Dex. The grab ends automatically at the EONT. |
| ENC | Hack and HewStd Melee wpn1°Tgt One creature2°Tgt One creature other than the primary target | 1°Atk Str vs AC · 2°Atk Str vs AC · Hit 1 [W] + Str dmg. · Hit 1 [WI + Str dmg. Eff Make a secondary attack. |
| ENC | Serpent's CoilStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1 [WI + Str dmg. Until the EONT, tgt takes a penalty to attack rolls equal to your Dex. Wpn If you're wielding a fla il, you grab tgt. The grab ends automatically at the EONT. |
| ENC | Surprising StabStd Melee wpnTgt One creature | Req You must be Wielding two melee weapons. · 1°Atk Str vs Ref (main weapon) · 2°Atk Str vs AC (off-hand weapon) · Hit Str dmg, and tgt grants CA to you EONT. · Hit 2[W) +Str dmg. Make a secondary attack against tgt. |
| ENC | Takedown AttackStd Melee 1Tgt One creature | Req You must have a hand free. · Atk Str vs Fort · Hit 1 [WI + Str dmg, and knock prone. Spec When charging, you can use this power in place of a MBA. |
| DLY | Brute StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. |
| DLY | Comeback StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and you can spend a healing surge. |
| DLY | Villain’s MenaceStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and you gain a +2 pwr bonus attack rolls and a +4 pwr bonus dmg rolls against tgt until the end of the encounter. Miss Gain a +1 pwr bonus attack rolls and a +2 pwr bonus dmg rolls against tgt until the end of the encounter. |
| DLY | Flanking AssaultStd Melee wpnTgt One creature you’re flanking | Atk Str vs AC · Hit 3[W] + Str dmg. For each ally adjacent to tgt, the attack deals + Dex. Miss Half dmg. |
| DLY | Harrier’s PloyStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the end of the encounter, if tgt moves, you can shift a number of sq equal to your Dex as an imm reaction. |
| DLY | Knee BreakerStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt slowed (save ends). If tgt already slowed, it is instead immobilized (save ends). Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals + Con. · Miss Half dmg, and tgt not slowed or immobilized. |
| DLY | Lasting ThreatStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg, and tgt marked until the end of the encounter or until you are knocked unconscious. No mark can supersede this one. |
| DLY | Tempest DanceStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg. If you have CA against tgt, the attack deals + Dex. Eff You can shift 1 sq and repeat the attack against a second target. You can then shift 1 sq and repeat the attack against a third target. |
| DLY | Bristling DefenseStd Melee wpn1°Tgt One creature2°Tgt One creature other than the primary target Secondary | Req You must be wielding two melee weapons. · Atk Str vs AC (off-hand weapon) · 1°Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg. Until the EONT, the primary target cannot gain CA from flanking you. · Hit 2[W) + Str dmg. Until the EONT, the secondary target cannot gain CA from flanking you. Eff Make a secondary attack. |
| DLY | Driving AttackStd Melee wpnTgt One creature | 1°Atk Str vs AC · 2°Atk Str vs Fort · Hit 2[WJ +Str dmg, and you push tgt 1 sq. You then shift 1 sq to a sq tgt vacated. Make a secondary attack against tgt. · Hit 1 [WI + Str dmg, and you push tgt 2 sq and knock it prone. Miss Half dmg, and you push tgt 1 sq. |
| DLY | Press of SteelStd Melee 1Tgt One creature | Req You must be using a shield. · Atk Str vs AC · Hit 2[W) + Str dmg, and if tgt adjacent to you and to blocking terrain, it is restrained (save ends). The condition also ends if you are no longer adjacent to tgt. Miss Half dmg, and if tgt adjacent to you and to blocking terrain, it is immobilized EONT. |
| DLY | Seize and Stab FighteStd Melee 1Tgt One creature | Req You must have a hand free. · Atk Str vs Ref · Hit 2[W) + Str dmg, and you grab tgt. The target cannot attempt to escape the grab un· til the end of its next turn. |
| DLY | Unstoppable AdvanceMinor Pers | Eff Until the stance ends, whenever you hit any creature with a melee weapon attack, you push that creature 1 sq and can shift 1 sq to a sq the creature vacated. |
| DLY | Boundless EnduranceMinor Pers | Eff You gain regeneration 2 + your Con when you are bloodied. |
| ENC | Get Over HereMove Melee 1Tgt One willing adjacent ally | Eff You slide tgt 2 sq to a sq that is adjacent to you. |
| ENC | No OpeningImm Intr Pers | Eff Cancel the CA you were about to grant to the attack. Trig An enemy attacks you and has CA against you |
| DLY | UnstoppableMinor Pers | Eff You gain temporary hit points equal to 2d6 + your Con. |
| ENC | Create OpeningMinor Melee 1Tgt One creature | Eff The target is marked EONT. The target can then make a MBA against you as a free action, with a –2 penalty to the attack roll. · One ally adjacent to tgt can shift its speed as a free action. |
| DLY | Defensive StanceMinor Pers | Eff Until the stance ends, you are slowed and gain a +2 pwr bonus AC. Whenever an enemy misses you with a melee attack, you can shift 1 sq as an imm reaction. You can end this stance as a free action. |
| AW | Pass ForwardMove Pers | Eff You pick an adjacent enemy and move up to your speed. As long as you end this movement in a sq adjacent to that enemy, your movement does not provoke OAs from that enemy. |
| ENC | Shielded SidesMinor Pers | Req You must be using a shield. Eff Until the EONT, you gain a +2 pwr bonus AC and Reflex and do not grant CA to creatures flanking you. |
| ENC | Shrewd RepositioningImm React Pers | Eff You can shift a number of sq equal to your Wis. Trig You are hit by an attack |
| ENC | Forceful DragMove Pers | Req You must have a creature grabbed. Eff You move your speed. For each sq you move, you slide a creature grabbed by you 1 sq to a sq adjacent to you. The creature remains grabbed, and you do not provoke an OA from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone. |
| ENC | Full ExtensionMinor Pers | Eff The reach of the next melee weapon attack you make before the end of your turn increases by 1. You lunne forward, hittinn a spot well beyond where your foes thounht you could reach. |
| ENC | Mighty Leap FighteFree Pers | Eff Until the end of your turn, you gain a +5 pwr bonus Athletics checks to jump. In addition, any jump you make is considered to have a running start, and you can make an Athletics check instead ofan Acrobatics check to reduce falling dmg. |
| ENC | Quick EscapeMinor Pers | Eff You make an escape attempt, or you make a saving throw against an effect that immobilizes or restrains you and that a save can end. |
| ENC | Snagging Grip FighteImm React Close burst 10Tgt The triggering enemy in burst | Eff If tgt forced you to move, you can pull it to a sq adjacent to you. If tgt knocked you prone, you knock it prone. Trig An enemy adjacent to you knocks you prone or forces you to move |
| ENC | Armor-Piercing ThrustStd Melee wpnTgt One creature | Atk Str vs Ref · Hit 1[W] + Str dmg. Wpn If you’re wielding a light blade or a spear, you gain a bonus to the attack roll equal to your Dex. · Wpn If you’re wielding a light blade or a spear, you gain a bonus to the dmg roll equal to your Dex. |
| ENC | Crushing BlowStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Wpn If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the dmg roll equal to your Con. |
| ENC | Dance of SteelStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Wpn If you’re wielding a polearm or a heavy blade, tgt immobilized EONT. |
| ENC | Precise StrikeStd Melee wpnTgt One creature | Atk Str + 4 vs AC · Hit 1[W] + Str dmg. |
| ENC | Rain of BlowsStd Melee wpn1°Tgt One creature2°Tgt The same or a different target Secondary Attack: Str vs AC | Atk Str vs AC, two attacks · Hit 1[W] + Str dmg. · Hit 1[W] + Str dmg. Wpn If you’re wielding a light blade, a spear, or a flail and have Dex 15 or higher, make a secondary attack. |
| ENC | Sweeping BlowStd Close burst 1Tgt Each enemy in burst you can see | Atk Str vs AC · Hit 1[W] + Str dmg. Wpn If you’re wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Str. |
| ENC | Advance LungeStd Melee wpnTgt One creature* | Atk Str vs AC · Hit 2[W] + Str dmg. If you have CA against tgt, the attack deals + Dex. Eff Before the attack, you can shift 1 sq. Wpn If you’re wielding a light blade or a spear, you can either shift 2 sq before the attack or shift 1 sq before and 1 sq after. |
| ENC | Blinding SmashStd Melee wpnTgt One creature | Atk Str vs Fort · Hit The target is blinded EONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals dmg = Con. |
| ENC | Parry and RiposteImm React Melee wpnTgt The triggering enemy | Atk Str vs AC · Hit 1[W] + Str dmg, and tgt grants CA to you and your allies EONT. Trig An enemy misses you or an ally with a melee attack |
| ENC | Probing AttackStd Melee wpnTgt One creature | Atk Str vs Ref · Hit 1[W] + Str dmg, and you gain a +4 pwr bonus attack rolls against tgt EONT. Spec When making an OA, you can use this power in place of a MBA. |
| ENC | Rhino StrikeStd Melee wpnTgt One creature | Req You must charge and use this power in place of a MBA. If you’re using a shield, the movement during your charge does not provoke OAs. · Atk Str vs AC · Hit 2[W] + Str dmg. |
| ENC | Shield SlamFree Melee 1Tgt The triggering enemy | Req You must be using a shield. · Atk Str + 2 vs Fort · Hit You push tgt 1 sq and knock it prone. Trig You hit an enemy with a melee attack |
| ENC | Bull Charge | 2°Atk Str vs Fort · Hit You knock prone. Spec When charging, you can use this power in place of a MBA. · 1 sq. You then shift 1 sq to a sq tgt · vacated. Make a secondary attack against tgt. |
| ENC | Reaver's HookStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If tgt moves before the EONT, it takes + Con. Wpn If you're wielding an axe or a pick, you can shift 1 sq after the attack. You pull tgt to the sq you vacated. |
| ENC | Shield Edge BlockImm Intr Melee 1Tgt The triggering enemy | Req You must be using a shield. Trigger: An enemy adjacent to you hits or misses you with a close or a melee attack · Atk Str + 2 vs Fort · Hit 2d6 + Str dmg. Eff The target takes a -4 penalty to the attack roll. L11 Str + 4 vs Fort |
| ENC | Slamming Rush Fighter I\ttack 3Std Melee 1Tgt One creature grabbed by you | Atk Str vs Fort (unarmed) · Hit 1[W] + Str dmg, and knock prone. If tgt adjacent to blocking terrain, add your Dex to the dmg. Eff You move your speed. For each sq you move, you slide tgt 1 sq to a sq adjacent to you. The creature remains grabbed, and you do not provoke an OA from tgt during this movement. |
| ENC | Sweeping SlashStd Close burst 11°Tgt Each enemy in burst you can see2°Tgt One creature targeted by the primary attack | Req You must be wielding two melee weapons. · 1°Atk Str vs Ref (main weapon) · 2°Atk Str vs AC (off-hand weapon) · Hit You push the primary target 1 sq. · Hit 2[W] + Str dmg. Eff You shift 1 sq and make a melee secondary attack. |
| DLY | Crack the ShellStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt takes ongoing 5 dmg and a –2 penalty to AC (save ends both). |
| DLY | Dizzying BlowStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg, and tgt immobilized (save ends). |
| DLY | Rain of SteelMinor Pers | Eff Any enemy that starts its turn adjacent to you takes 1[W] dmg, as long as you are able to make OAs. |
| DLY | Agonizing AssaultStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt dazed and immobilized (save ends both). Wpn If you’re wielding a flail, the attack deals + Dex. · Miss Half dmg, and tgt not dazed or immobilized. |
| DLY | Bedeviling AssaultStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff Until the end of the encounter, once per round when an ally hits tgt with a melee attack, you can make a MBA with CA against tgt as a free action. |
| DLY | Cometfall ChargeStd Melee wpnTgt One creature | Req You must charge and use this power in place of a MBA. · Prereq You must be trained in Athletics. · Atk Str vs AC · Hit 3[W] + Str + Con dmg. Miss Half dmg. |
| DLY | Hounding LongarmStd Melee wpnTgt One creature | Req You must be wielding a reach weapon. · Atk Str vs Fort · Hit 2[W] + Str dmg, and you push tgt 1 sq. Eff Until the end of the encounter, each time tgt shifts or makes an attack that doesn’t include you as a target, you can shift 1 sq and make a MBA against tgt as an imm interrupt. Spec If you are an eladrin, the attack deals + Dex. |
| DLY | Pinning SmashStd Melee 1Tgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg, and tgt immobilized until you are not adjacent to it. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals + Con. · Miss Half dmg, and tgt immobilized EONT. |
| DLY | Subtle CutStd Melee wpnTgt One creature | Req You must be wielding a light blade. · Atk Str vs AC · Hit The target is slowed and takes ongoing dmg equal to 10 + your Dex (save ends both). Eff Before and after the attack, you can shift 1 sq. Miss The target takes ongoing dmg = · Dex (save ends). |
| Bare-Knuckled RebukeImm React Melee wpnTgt The triggering enemy. | Req You must have a hand free. · Atk Str vs AC (unarmed) · Hit 1 [W] + Str dmg, and tgt grants CA to you EONT. Eff Until the stance ends, you can make the following attack. Trig An enemy adjacent to you misses you with a melee attack | |
| DLY | Crushing FootStd Melee wpnTgt One creature | Atk Str vs Fort · Hit 2[W] + Str dmg. Until the end of the encounter, tgt cannot move on its turn if it was grabbed by you at the start of its turn. Eff You knock prone. Miss l[W] + Str dmg. |
| DLY | Dervish's ChallengeStd Melee WeaponTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 3[W] + Str dmg. Eff Until the stance ends, whenever you are Wielding two weapons and make a MBA against a creature as an immediate action or an opportunity action, you can make a MBA with your off·hand weapon against that creature as a free action. |
| DLY | Relentless PressureStd Melee wpnTgt One creature | Req You must be using a shield. · Atk Str vs AC Hit: 1 [W] + Str dmg. Eff The target can use only basic attacks to attack while you are adjacent to it (save ends). |
| DLY | Battle AwarenessNo Act Pers | Eff You gain a +10 bonus to your initiative check. Use this power after rolling your initiative. |
| DLY | Defensive TrainingMinor Pers | Eff Gain a +2 pwr bonus your Fortitude, Reflex, or Will defense. |
| ENC | UnbreakableImm React Pers | Eff Reduce the dmg from the attack by 5 + your Con. Trig You are hit by an attack |
| ENC | Agile ApproachMove Pers | Eff You can shift 2 sq and must end adjacent to an enemy. If you aren’t wearing heavy armor, you can shift 3 sq. |
| DLY | Rock SteadyMinor Pers | Eff Until the stance ends, you cannot be knocked prone, and if you are subject to a pull, a push, or a slide, you can reduce the forced movement by 1 sq. |
| DLY | Settling the ScoreImm React Pers | Eff You gain a +2 pwr bonus attack rolls against the triggering enemy until the end of the encounter. Trig An enemy hits you with an attack |
| ENC | Strong FocusMinor Pers | Eff Until the EONT, you gain a pwr bonus Athletics checks and Str ability checks equal to your Wis. |
| DLY | Vigilant ProtectorMinor Pers | Req You must be using a shield. Eff Until the stance ends, you take a –1 penalty to AC and Reflex, but each ally gains a +2 pwr bonus AC and Reflex while adjacent to you. Spec If you are a dragonborn, your adjacent allies instead gain a +3 pwr bonus AC and Reflex. |
| ENC | Makeshift ShieldImm Intr | Req You must have a hand free. Eff You gain a a bonus to defenses against the attack equal to your Dex modifer. Trig An enemy hits you with a close or a melee attack · Personal |
| DLY | Ready to RetaliateMinor Pers | Eff Until the stance ends, you can use a free action to mark any enemy that makes a melee attack against you. The mark lasts until the end of the enemy's next turn. |
| ENC | Rejoin the FrayImm React Pers | Eff If you are prone, you stand up and shih 1 sq. If you are standing. you instead shih 3 sq. Trig An ally uses a healing power on you |
| ENC | Unbalancing DodgeImm React Melee touch | Trig An enemy misses you with a melee attack Target: The triggering enemy Effect: The target takes a -2 penalty to attack rolls and all defenses until the end of its next turn. |
| ENC | Come and Get ItStd Close burst 3Tgt Each enemy in burst you can see | Atk Str vs AC · Hit 1[W] + Str dmg. Eff You pull each target 2 sq to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy. |
| ENC | Griffon’s WrathStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt takes a –2 penalty to AC EONT. |
| ENC | Iron BulwarkStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff You gain a +1 pwr bonus AC (or a +2 bonus if you’re using a shield) EONT. |
| ENC | Reckless StrikeStd Melee wpnTgt One creature | Atk Str –2 vs AC · Hit 3[W] + Str dmg. |
| ENC | Sudden SurgeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff Move a number of sq equal to your Dex (minimum 1). |
| ENC | Hampering FlurryStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 1[W] + Str dmg per attack, and tgt slowed EONT. If both attacks hit, the second attack deals + Dex. |
| ENC | Not So FastImm Intr Melee 1Tgt The triggering enemy | Atk Str vs AC · Hit 1[W] + Str dmg, and tgt slowed until the end of its next turn. Trig An adjacent enemy moves away from you · Wpn If you’re wielding a flail or a pick, tgt also immobilized until the end of its next turn. |
| ENC | Savage ParryImm Intr Melee wpnTgt The triggering enemy | Atk Str vs AC · Hit Str dmg, and the ally takes only half dmg from the triggering attack. Trig An enemy hits an ally with a melee attack · Wpn If you’re wielding an axe, a hammer, or a mace, your attack deals + Con. |
| ENC | Stay DownStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If tgt prone, the attack deals + Dex, and tgt can’t stand up EONT. |
| ENC | Trip UpFree Melee wpnTgt The triggering enemy | Atk Str vs Ref · Hit 1[W] + Str dmg, and tgt slowed EONT. Trig You hit an enemy with a MBA · Wpn If you’re wielding a polearm or a spear, you can knock prone instead of slowing it. |
| ENC | Twofold TormentStd Melee wpnTgts Two creatures | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), one attack per target · Hit 1[W] + Str dmg, and you push tgt a number of sq equal to 1 + your Dex. If you have CA against tgt, the attack deals + Dex. |
| ENC | Bloody the FieldStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If tgt bloodied. it is dazed EONT. Wpn If you're wielding an axe, a hammer, or a mace, the attack deals + Con. |
| ENC | Bludgeoning ViseStd Melee wpnTgt One creature | Req You must have a hand free. · 1°Atk Str vs AC · 2°Atk Str vs Fort (unarmed) · Hit 1 [W] + Str dmg, and tgt dazed EONT. Make a secondary attack against tgt. · Hit 1 [W] dmg, and knock prone. |
| ENC | Echoing AssaultStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If tgt adjacent to you at the SONT, as a free action you can make a MBA against tgt as the first action you take during your turn. Weapon: If you're wielding an axe, a hammer, or a mace, the attacks deal + Con. |
| ENC | Hydra ChargeStd Close burst 1Tgt Each enemy in burst you can see | Atk Str vs AC · Hit 1[W] + Str dmg, and tgt takes a -2 penalty to attack rolls EONT. Special: When charging, you can use this power in place of a MBA. |
| ENC | Opportunist's RendStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · 1°Atk Str vs AC (main weapon) · 2°Atk Str vs AC (off-hand weapon) · Hit 1 [W] + Str dmg. · Hit 1 [W] + Str dmg. Eff Make a secondary attack against tgt. Spec You can use this power in place of a MBA. |
| DLY | Shift the BattlefieldStd Close burst 1Tgt Each enemy in burst you can see | Atk Str vs AC · Hit 2[W] + Str dmg, and you slide tgt 1 sq. Miss Half dmg. |
| DLY | Thicket of BladesStd Close burst 1Tgt Each enemy in burst you can see | Atk Str vs AC · Hit 3[W] + Str dmg, and tgt slowed (save ends). |
| DLY | Victorious SurgeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg, and you regain hit points as if you had spent a healing surge. |
| DLY | Fighter’s RecoveryStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. Eff If you have used all your encounter attack powers, you regain the use of a fighter encounter attack power you have used during this encounter. |
| DLY | Jackal StrikeFree Melee wpnTgt The triggering enemy | Atk Str vs AC · Hit 3[W] + Str dmg. Trig An enemy marked by you becomes bloodied |
| DLY | Pestering WoundStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg, and if tgt moves before the EONT, it takes + Str. Wpn If you’re wielding a pick, the extra dmg instead equals your Str + your Con. |
| DLY | Piquing DareStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. If you have CA against tgt, the attack deals + Dex. Eff The target is marked (save ends). If tgt does not attack you on its turn while it is marked by this power, you can either make a MBA against it or shift 1 sq closer to it as a free action. |
| DLY | Stop ThrustImm React Melee wpnTgt The triggering enemy | Atk Str vs AC · Hit 1[W] + Str dmg, and tgt immobilized SONT. Eff Before the attack, you can shift 2 sq. Trig An enemy enters a sq within 2 sq of you · Spec If tgt moved as part of a charge, it can attack you instead of the original target of its charge. |
| DLY | Terrifying ImpactStd Melee wpn1°Tgt One creature2°Tgt Each enemy within 3 sq of the primary target | 1°Atk Str vs AC · 2°Atk Con vs Will · Hit 2[W] + Str dmg. · Hit You push tgt 1 sq. Eff Make a secondary attack, which has the fear keyword. Wpn If you’re wielding an axe, a hammer, or a mace, the primary attack deals extra dmg equal to our Con. |
| DLY | Bone CrusherStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. Eff The target gains vulnerable 10 to weapon attacks (save ends). |
| DLY | Hobbling CutStd Melee wpnTgt One creature | Atk Str vs AC · Hit l[W] + Str dmg, and tgt slowed and weakened (save ends both). Miss: Half dmg, and tgt slowed and weakened EONT. |
| DLY | One Against ManyStd Close burst 1Tgt Each enemy in burst you can see | Atk Str vs AC · Hit 1lWj + Str dmg. Eff Until the end of the encounter, you gain a +1 pwr bonus all defenses while two or more enemies are adjacent to you. You also gain a +1 pwr bonus weapon attack rolls while no allies are adjacent to you. |
| DLY | Staggering BlowStd Melee wpnTgt One creature | Req You must have a hand free. · Atk Str vs AC Hit: 3[W] + Str dmg, and you push tgt 3 sq. The target is dazed (save ends). Miss: Half dmg, and you push tgt 1 sq. The target is dazed EONT. |
| DLY | Unstoppable AssaultImm React Melee 1Tgt The triggering enemy Attack: Str vs AC Hit: 3[W] + Str dmg. Effect: Until the EONT, tgt cannot grab you, restrain you, or enter your space. | Req You must be using a shield. Trig An enemy moves during its turn to a sq adjacent to you · Sustain Minor: Choose one enemy adjacent to you. That creature cannot grab you, restrain you, or enter your space EONT. |
| ENC | Into the FrayMinor Pers | Eff You can move 3 sq, as long as you can end your move adjacent to an enemy. |
| DLY | Last Ditch EvasionImm Intr Pers | Eff You take no dmg from the attack that just hit you. However, you are stunned and take a –2 penalty to all defenses EONT. Trig You are hit by an attack |
| DLY | Stalwart GuardMinor Pers | Eff Any ally gains a +1 shield bonus to AC while adjacent to you. If you are using a shield, the bonus increases to +2 and applies to Reflex defense as well. |
| DLY | Defensive ResurgenceMinor Pers | Eff You can spend a healing surge. Until the SONT, you gain a bonus to AC equal to your Dex. |
| DLY | Hunker DownMinor Pers | Req You must be using a shield. Eff Until the stance ends, you are slowed, but you gain cover against all attacks. You can end this stance as a free action. |
| DLY | Menacing StanceMinor Pers | Eff Until the stance ends, whenever an enemy marked by you makes an attack that doesn’t include you as a target, that enemy grants CA to your allies until the start of its next turn. |
| DLY | Shooter’s NemesisImm React Pers | Eff You spend a healing surge and regain additional hit points equal to twice your Wis. Trig You are hit by a ranged attack |
| DLY | Strength from PainMinor Pers | Req You must be bloodied. Eff You gain a +4 pwr bonus melee dmg rolls, Athletics checks, and Endurance checks until the end of the encounter or until you are no longer bloodied. Spec If you are a dragonborn, you instead gain a +5 power bonus. |
| ENC | Body ShieldImm Intr Melee 1Tgt One creature other than the triggering enemy | Req You must have a hand free. Trig An enemy hits you with a melee or a ranged attack · Effect Make a grab attack against tgt. If you grab tgt, the triggering enemy's attack deals half dmg to you and half dmg to tgt. |
| ENC | Fighter's GritMinor Pers | Eff Until the EONT, you ignore the effects of the dazed, immobilized, slowed, and weakened conditions. |
| DLY | Fist of LightningMinor Pers Effect: Until the stance ends, your unarmed attacks deal + Dex. | |
| DLY | Grappler's StanceMinor Pers | Eff Until the stance ends, any creature grabbed by you is restrained until the grab ends. |
| ENC | Steely PersuasionFree Pers | Req You must be wielding a melee weapon. Eff You gain a bonus to the skill check equal to the weapon's proficiency bonus plus the weapon's enhancement bonus. Trig You make an Intimidate check or a Streetwise check |