“You’ll have to deal with me first, dragon!”
Player’s Handbook, Martial Power & Martial Power 2 — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (MP Martial Power, MP2 Martial Power 2, PHB Player’s Handbook) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Prereq prerequisite |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
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?
“Battle line? Formation? Listen—I came here to kill whatever comes at us, not to march in a parade. I’ll keep you alive by makin’ the bad guys dead. Got me?”
A fighter can use training and talent to be a good defender. Doing so is the typical soldier’s path. But not all fighters follow that path. Maybe you channel your indignation and bloodlust such that you defy your adversaries despite blows that land solidly. Or maybe you take up two weapons and focus on audacious assaults. In these ways, a good offense makes for solid defense. Specialized techniques aren’t the sole purview of unorthodox fighters, however. Combat systems are as numerous as weapons and the individual warriors who use them. Concentration on a weapon or a style can make your path clear, since certain exploits lend themselves to particular ways of fighting. Whether you’re a scale-clad, sword-and-board trooper; a tattooed, axe-wielding savage; a dualwielding warrior who moves the battle line from moment to moment; or another sort of fighter, this chapter is for you. It contains the following material.
“Combat is about everything around me-terrain, illumination, obstacles, allies, and foes. And my blade isn’t my sole weapon. My body and mind are as potent as any blade.”
EVERY RACE and culture relies on warriors for protection, and each has its own forms of combat that represent native strengths, talents, and beliefs. As a fighter, you are familiar with the techniques of your people, but you also 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 a fighter, one important decision you make is what to hold in 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 ground between offense and defense, because your off-hand weapon can parry and strike. Alternatively, you might keep one hand unburdened. Although you won’t enjoy the defensive advantages of a shield or the potency of a two-handed weapon or an off-hand weapon, a free hand opens other possibili ties, such as the ability to pin and grab foes. In this chapter, you’ll find support for these options.
You can choose any fighter powers you like for your character. All fighters rely on Strength. Fighters also need Constitution, Dexterity, or Wisdom, depending on which weapon they favor.
The Player’s Handbook presents the great weapon fighter and the guardian fighter; Martial Power adds the battlerager fighter and the tempest fighter, and Martial Power 2 adds the brawling fighter.
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. Strength is your focus, allowing you to make powerful attacks. You rely on Constitution 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 Wisdom 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*
**New option presented in Martial Power.*
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, fur niture with which to trip an enemy, or stones you can employ as deadly projectiles.
As with other fighters, Strength is your most important ability score. Dexterity is a good choice for your second highest score, because Combat Agility and many of your attacks and utility powers reward Dexterity. After Strength and Dexterity, choose Con stitution 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·
**New option presented in Martial Power 2.*
You’re interested in dealing out the most damage 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 Strength. A good Constitution improves your ability to use high damage 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 Strength your best ability score. After that, prioritize your Dexterity to take advantage of weapons that can be improved by Dexterity-based feats, or your Wisdom 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 Dexterity 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
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 damage and make up for the lack of a shield with deft parrying. Strength remains any soldier’s bread and butter, and good battlefield awareness—Wisdom—is a must. You also rely on speed, maneuverability, and agility—Dexterity—to get your dirty work done. Constitution 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*
**New option presented in Martial Power.*
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 until the end of your next turn. 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 melee basic attack against that enemy as an immediate interrupt.
You gain a bonus to opportunity attacks equal to your Wisdom. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
This class feature replaces the Combat Superiority class feature.
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.
These fighter class features are available to any fighter who wishes to explore a different area of expertise. You can select one of the following features in place of the Fighter Weapon Talent class feature.
You can select the following class features instead of another option, such as the ones presented in the Player’s Handbook or in Martial Power. You need not pick the brawling fighter build to select these features.
Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved). When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have. When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.
When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property. You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites. When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.
This class feature replaces the Fighter Weapon Talent class feature.
Battlerager Vigor and Tempest Technique are from Martial Power; Brawler Style and Combat Agility are from Martial Power 2.
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 Constitution are likely to want to use axes, hammers, or picks, while fighters with high Dexterity 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.
Axe: Constitution and higher than normal Strength (battleaxe, handaxe, greataxe, halberd)
Flail: Dexterity (flail, heavy flail, spiked chain)
Hammer: Constitution (maul, throwing hammer, warhammer)
Heavy Blade: Dexterity (bastard sword, falchion, glaive, greatsword, longsword, scimitar, scythe)
Light Blade: Dexterity alone is sometimes enough (dagger, katar, rapier, short sword, shuriken, sickle)
Mace: Constitution (club, great club, mace, morningstar)
Pick: Constitution [and rarely Dexterity] (war pick)
Polearm: Wisdom [and rarely Dexterity] (glaive, halberd, longspear)
Spear: Dexterity (javelin, longspear, spear)
Staff: Constitution (quarterstaff)
Most melee weapon groups, with the exception of light blades, require some element of Strength to access the weapon feats that improve their importance. (Light blades have some feats that require only Dexterity, though other light blade feats also require a modicum of Strength.) The list of weapon groups above mentions the ability score other than Strength that helps access the feats that improve a specific group of weapons, as well as fighter powers that are tied to specific groups of weapons. Strength is mentioned in the list only if a weapon group has unusually high requirements for Strength. A few weapons, including most polearms, are part of multiple groups and can therefore be approached from different optimal ability score builds.
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.
The tempest fighter and the battlerager fighter center on these powers. Fighters of any stripe can find powers here to their liking, however.
Some of the powers in this chapter use these new keywords.
| AW | Combat AgilityFighter Feature · MP2Opp Melee wpnMartial, WeaponTgt The triggering enemy | Your foe mighr rhink ir has escnped you, bur in its momenr of rriumph, you chase it down and make it pay. Trig An enemy adjacent to you takes an action that provokes an OA Eff After the triggering enemy completes the action, you shift a number of sq = Dex. You must end the shift closer to tgt than you were when you began the shift. Then make the following attack. · Atk Str vs AC · Hit 1[W] + Str dmg, and you knock tgt prone. · Level 21 2[W] + Str dmg. |
| AW | Brash StrikeFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | With a battle cry, you throw your whole body behind your attack. Atk Str + 2 vs AC · Hit 1[W] + Str dmg. Increase dmg to 2[W] + Str at 21st level. Eff You grant CA to tgt until SONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. |
| AW | CleaveFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 1[W] + Str dmg, and an enemy adjacent to you other than target takes dmg = Str. Scaling Increase dmg to 2[W] + Str at 21st level. |
| AW | Crushing SurgeFighter Attack 1 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | The feel of your weapon crunching against the enemy puts your heart back in the fight. Atk Str vs AC · Hit 1[W] + Str dmg. Increase dmg to 2[W] + Str at 21st level. |
| AW | Dual StrikeFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | You lash out quickly and follow up faster, delivering two small wounds. Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 1[W] dmg per attack. Increase dmg to 2[W] per attack at 21st level. |
| AW | Footwork LureFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | You press the attack, engaging your enemy before falling back and drawing him after you. Atk Str vs AC · Hit 1[W] + Str dmg. You can shift 1 sq and slide tgt into the space you left. |
| AW | Grappling StrikeFighter Attack 1 · MP2Std Melee touchMartial, WeaponTgt One creature | You hew your foe with a simple auack and then Wab it with your empt), hand to keep it from escaping. Req You must have a hand free. · Atk Str vs AC · Hit 1[W] + Str dmg, and you grab tgt. The grab ends automatically at EONT. Level 21 2[W] + Str dmg. Brawler Style: When making an OA, you can use this power in place of a MBA. |
| AW | Reaping StrikeFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 1[W] + Str dmg. Miss Half Strength dmg. If you’re wielding a two-handed weapon, you deal dmg = Str. · Scaling Increase dmg to 2[W] + Str at 21st level. |
| AW | Slash and PummelFighter Attack 1 · MP2Std Melee touchMartial, WeaponTgt One creature | You follow up a quick slash of your weapon with a powerful pUllch from you rfree hand. w Req You must have a hand free. · 1° Atk Str vs AC (main weapon) · Hit 1[W] dmg. Make a secondary attack against tgt. · Level 21 2[W] dmg. 2° Atk Str vs Reflex (unarmed) · Hit 3 + Stre ngth modifier dmg. · Level 21 8 + Str dmg. |
| AW | Sure StrikeFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str + 2 vs AC · Hit 1[W] dmg. Scaling Increase dmg to 2[W] at 21st level. |
| AW | Threatening RushFighter Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | You storm into the midst of your foes, ensuring that their attacks are directed against you. Atk Str vs AC · Hit 1[W] dmg, and you mark each enemy adjacent to you until EONT. Level 21 2[W] dmg. · Spec When charging, you can use this power in place of a MBA. |
| AW | Tide of IronFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Req You must be using a shield. · Atk Str vs AC · Hit 1[W] + Str dmg, and you push target 1 sq if it is your size, smaller than you, or one size category larger. You can shift into the space that target occupied. Scaling Increase dmg to 2[W] + Str at 21st level. |
| ENC | Bash and PinionFighter Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | You slam your weapon through your foe’s defe nses, creating an opening. You then step in al1li trap your enemy. 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 = Dex. The grab ends automatically at EONT. |
| ENC | Bell RingerFighter Attack 1 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | You smash your weapon into your enemy, jarring his vitals. Atk Str vs Fortitude · Hit Tgt is dazed until EONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals dmg = Con. |
| ENC | Covering AttackFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg, and an ally adjacent to target can shift 2 sq. |
| ENC | Distracting SpateFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | Your flurry of feints and strikes leaves your foe’s defenses unsteady. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt grants CA to you until EONT. Wpn If you’re wielding two melee weapons, the attack deals extra dmg = Dex. |
| ENC | Funneling FlurryFighter Attack 1 · MPStd Melee wpnMartial, Weapon | With snakelike strikes, you force two of your enemies to move where you want them. Req You must be wielding two melee weapons. Targets: Two creatures · 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 | Hack and HewFighter Attack 1 · MP2Std Melee wpnInvigorating, Martial, Weapon | You hack an enemy with one stroke and then slash at another with your next swing. 1° Tgt One creature · 1° Atk Str vs AC · Hit 1[W] + Str dmg. Eff Make a secondary attack. 2° Tgt One creature other than the primary target · 2° Atk Str vs AC · Hit 1[W] + Str dmg. |
| ENC | Insightful StrikeFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | Your opponent is showing weakness, and your shrewdness allows you to exploit it. Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is bloodied, the attack deals extra dmg = Wis. |
| ENC | Lunging StrikeFighter Attack 1 · MPStd Melee wpn + 1 reachMartial, WeaponTgt One creature | You lunge at a foe that thought it was beyond your reach. Atk Str – 1 vs AC · Hit 2[W] + Str dmg. |
| ENC | Passing AttackFighter Attack 1 · PHBStd Melee wpnMartial, Weapon | Condensed entry — flavor text not included in source. 1° Tgt One creature 2° 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 | Serpent’s CoilFighter Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | Like a striking snake. your weapon flashes and catches the limbs of your foe. Atk Str vs AC · Hit 1[W] + Str dmg. Until EONT, tgt takes a penalty to attack rolls = Dex. Wpn If you’re wielding a flail, you grab tgt. The grab ends automatically at EONT. |
| ENC | Shield BashFighter Attack 1 · MPStd Melee 1MartialTgt One creature | You knock your adversary off balance with your shield and follow up with a strike. Req You must be using a shield. · Atk Str + 2 vs Reflex · Hit 1d10 + Str dmg, and you push tgt 1 sq and knock it prone. Spec If you are a dwarf, the attack deals extra dmg = Wis. · Spec When charging, you can use this power in place of a MBA. |
| ENC | Spinning SweepFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 1[W] + Str dmg, and knock prone. |
| ENC | Steel Serpent StrikeFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg, and target slowed and cannot shift until until EONT. |
| ENC | Surprising StabFighter Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature | Flavor text not legible in source. Req You must be wielding two melee weapons. · 1° Atk Str vs Reflex (main weapon) 2° Atk Str vs AC (off-hand weapon) · Hit Strength dmg, and target grants CA to you until EONT. · Hit 2[W] + Str dmg. Make a secondary attack against target. |
| ENC | Takedown AttackFighter Attack 1 · MP2Std Melee 1Martial, WeaponTgt One creature | You bash your foe with a vicious attack and then draB the crea’ ture down to the wourtd. Req You must have a hand free. · Atk Str vs Fortitude · Hit 1[W] + Str dmg, and you knock tgt prone. Spec When charging, you can use this power in place of a MBA. |
| DLY | Bristling DefenseFighter Attack 1 · MP2Std Melee wpn. Martial, Reliable, WeaponTgt One creature | You throw your arms wide and strike two foes, each with a dif f erent weapon. Req You must be wielding two melee weapons. · 1° Tgt One creature · 1° Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg. Until EONT, the primary target cannot gain CA from flanking you. Eff Make a secondary attack. 2° Tgt One creature other than the primary target · 2° Atk Str vs AC (off-hand weapon) · Hit 2[W] + Str dmg. Until EONT, the secondary target cannot gain CA from flanking you. Daily“ Invigorating, Martial, Weapon · 1° Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt 1 sq. You then shift 1 sq to a sq tgt vacated. Make a secondary attack against tgt. · 2° Atk Str vs Fortitude · Hit 1[W] + Str dmg, and you push tgt 2 sq and knock it prone. · Miss Half dmg, and you push tgt 1 sq. |
| DLY | Brute StrikeFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 3[W] + Str dmg. |
| DLY | Comeback StrikeFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg, and you can spend a healing surge. |
| DLY | Driving AttackFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. 1° Atk Str vs AC 2° Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push target 1 sq. You then shift 1 sq to a sq target vacated. Make a secondary attack against target. · Hit 1[W] + Str dmg, and you push target 2 sq and knock it prone. · Miss Half dmg, and you push target 1 sq. |
| DLY | Flanking AssaultFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature you’re flanking | The presence of so many enemies overwhelms your foe, giving you the opportunity to land a vicious attack. Atk Str vs AC · Hit 3[W] + Str dmg. For each ally adjacent to tgt, the attack deals extra dmg = Dex. Miss Half dmg. |
| DLY | Harrier’s PloyFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | Your forceful attack promises your foe a pursuit that can end only when one of you is victorious. 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 = Dex as an immediate reaction. |
| DLY | Knee BreakerFighter Attack 1 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | By smashing into your opponent’s legs, you make even the thought of moving painful for him. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is slowed (save ends). If tgt is already slowed, it is instead immobilized (save ends). Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. · Miss Half dmg, and tgt is not slowed or immobilized. |
| DLY | Lasting ThreatFighter Attack 1 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | Following up your challenge with a solid attack, you force your enemy to engage you. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is marked until the end of the encounter or until you are knocked unconscious. No mark can supersede this one. |
| DLY | Press of SteelFighter Attack 1 · MP2Std Melee 1. Martial, WeaponTgt One creature | You attack your f oe and then use your shield to pin it in place. Req You must be using a shield. · Atk Str vs AC · Hit 2[W] + Str dmg, and if tgt is 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 is adjacent to you and to blocking terrain, it is immobilized until EONT. |
| DLY | Seize and StabFighter Attack 1 · MP2Std Melee 1Martial, Reliable, WeaponTgt One creature | You nmb your foe to make certain of your aim. TIlen )’ouplunne your weapon into the creature. Req You must have a hand free. · Atk Str vs Reflex · Hit 2[W] + Str dmg, and you grab tgt. Tgt cannot attempt to escape the grab until the end of its next turn. |
| DLY | Tempest DanceFighter Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature | You lunge from enemy to enemy, giving each a taste of your weapon as you pass. Atk Str vs AC · Hit 1[W] + Str dmg. If you have CA against tgt, the attack deals extra dmg = 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 | Unstoppable AdvanceFighter Attack 1 · MP2Minor PersMartial, Stance | You swinn with such furyrthat ),ourfoes are steadily driven back with each blow. 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 | Villain’s MenaceFighter Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. 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 target until the end of the encounter. Miss Gain a +1 pwr bonus attack rolls and a +2 pwr bonus dmg rolls against target until the end of the encounter. |
| DLY | Boundless EnduranceFighter Utility 2 · PHBMinor PersMartial | Condensed entry — flavor text not included in source. Eff You gain regeneration 2 + Con when you are bloodied. |
| ENC | Create OpeningFighter Utility 2 · MPMinor Melee 1MartialTgt One creature | You draw your enemy’s attention, allowing an ally to slip away. Eff Tgt is marked until EONT. Tgt 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 StanceFighter Utility 2 · MPMinor PersMartial, Stance | Dropping into a cautious stance, you maneuver around your opponent’s attacks to get into position. Eff Until the stance ends, you are slowed and gain a +2 pwr bonus to AC. Whenever an enemy misses you with a melee attack, you can shift 1 sq as an immediate reaction. You can end this stance as a free action. |
| ENC | Forceful DragFighter Utility 2 · MP2Move PersMartial | You dinyour}tnners into afoe and dran the stru/J/Jlinn oppo nent across the ba ttlefle/d. 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 ExtensionFighter Utility 2 · MP2Minor PersMartial | ex: You lunne forward, hittinn a spot well beyond where your foes thounht you could reach. Eff The reach of the next melee weapon attack you make before the end of your turn increases by 1. |
| ENC | Get Over HereFighter Utility 2 · PHBMove Melee 1MartialTgt One willing adjacent ally | Condensed entry — flavor text not included in source. Eff You slide target 2 sq to a sq that is adjacent to you. |
| ENC | Mighty LeapFighter Utility 2 · MP2Minor PersMartial | You nather your strennth for a truly impressive jump. Eff Until the end of your turn, you gain a +5 pwr bonus to 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 of an Acrobatics check to reduce falling dmg. Quick Escape Fighter Ut ility 2 You quickly try to shake offwhatever’s holdinn you. |
| ENC | No OpeningFighter Utility 2 · PHBImm Intr PersMartial | Condensed entry — flavor text not included in source. Eff Cancel the CA you were about to grant to the attack. · Trig An enemy attacks you and has CA against you |
| AW | Pass ForwardFighter Utility 2 · MPMove PersMartial | With perfect timing, you slip by your foe without dropping your guard. 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 | Quick EscapeFighter Utility 2 · MP2Minor PersMartial | Flavor text not legible in source. 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 | Shielded SidesFighter Utility 2 · MPMinor PersMartial | You whirl with your shield, concentrating on closing any holes in your defenses. Req You must be using a shield. Eff Until EONT, you gain a +2 pwr bonus to AC and Reflex and do not grant CA to creatures flanking you. |
| ENC | Shrewd RepositioningFighter Utility 2 · MPImm React PersMartial | An enemy’s attack lands, but you spot a way to better your tactics. Trig You are hit by an attack · Eff You can shift a number of sq = Wis. |
| ENC | Snagging GripFighter Utility 2 · MP2Imm React Close burst 10MartialTgt The triggering enemy in burst | When you’re knocked offbalance,),ou Wab hold ofthe enemy in front ofYOIl and brinn it stalJiJerinlJ alonB with you. Trig An enemy adjacent to you knocks you prone or forces you to move · 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. F1Gl-lTER RACES Player’s Handbook 2 Introduced three new races that offer exce llent options for fighters. Gollaths: Goliaths make outstanding fighters with their combination of Strength and Constitution. These ability scores steer gol iaths toward the great wea pon fighter and the battlerager builds. wielding a two-ha nded axe or hammer in conjunction with the Goliath Greatweapon Prowess feat from Player’s Handbook 2 lets a goliath fighter deal massive dmg. In addition, the stone’s endurance racial power allows a fighter without plate armor or a shield to be surrounded by enemies and st ill shrug off their attacks. Half-Orcs: like goliaths, half-orcs are natural fighters. However, half-orcs have a bonus to Dexterity instead of Constitution, which mea ns that they favor different builds, such as the tempest fighter. Half-orcs are also ideal for wielding weapons that rely on Dexterity, including heavy blades, light blades, spears, and some double weapons. Even if your half-ore doesn’t use a build that em phasizes Dexterity, the ability bonus might help you qua lify fo r some useful feats. Check out Two-Weapon Fighting and Armor Specialization, both from the Player’s Handbook, and Two-Weapon Threat, from Player’s Handbook 2. Shifters: Altho ugh razorclaw sh ifters are agile and shrewd combatants. they lack the outstanding Strength that is ideal fo r fighters. Longtooth shifters, on the other hand, are as suited for the fighter class as goliaths and half-o rcs are. A longtooth shifter’s Wisdom bonus is useful for Com bat Superiority and as a secondary ability for many powers. Longtooth shifters lean towa rd the gua rd ian fighter and the brawling fighter builds. They excel In controlling enemy movement. The longtooth shifting racial power is also great for fighters, giving them staying powe r in long fights. |
| DLY | UnstoppableFighter Utility 2 · PHBMinor PersMartial | Condensed entry — flavor text not included in source. Eff You gain temp HP equal to 2d6 + Con. |
| ENC | Advance LungeFighter Attack 3 · MPStd Melee wpnMartial, Weapon | You spring forward to make a quick attack. 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. · Atk Str vs AC · Hit 2[W] + Str dmg. If you have CA against tgt, the attack deals extra dmg = Dex. |
| ENC | Armor-Piercing ThrustFighter Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs Reflex · Hit 1[W] + Str dmg. Wpn If you’re wielding a light blade or a spear, you gain a bonus to the attack roll = Dex. · Wpn If you’re wielding a light blade or a spear, you gain a bonus to the dmg roll = Dex. |
| ENC | Blinding SmashFighter Attack 3 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | A sharp blow leaves your enemy seeing only stars. Atk Str vs Fortitude · Hit Tgt is blinded until EONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals dmg = Con. |
| ENC | Bull ChargeFighter Attack 3 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One creature | You run into your enemy. takillg a brutal swing. Your force knocks your enemy backward and to the wound. al/oIVin8 you to step forward. 1° Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push the tar get 1 sq. You then shift 1 sq to a sq tgt vacated. Make a secondary attack against tgt. 2° Atk Str vs Fortitude · Hit You knock tgt prone. Spec When charging, you can use this power in place of a MBA. |
| ENC | Crushing BlowFighter Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. 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 = Con. |
| ENC | Dance of SteelFighter Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg. Wpn If you’re wielding a polearm or a heavy blade, target immobilized until EONT. |
| ENC | Parry and RiposteFighter Attack 3 · MPImm React Melee wpnMartial, WeaponTgt The triggering enemy | You parry an attack and quickly counter with your own, throwing your foe off balance. Atk Str vs AC · Hit 1[W] + Str dmg, and tgt grants CA to you and your allies until EONT. Trig An enemy misses you or an ally with a melee attack |
| ENC | Precise StrikeFighter Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str + 4 vs AC · Hit 1[W] + Str dmg. |
| ENC | Probing AttackFighter Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature | With a careful strike, you find a weak spot in your enemy’s defenses. Atk Str vs Reflex · Hit 1[W] + Str dmg, and you gain a +4 pwr bonus to attack rolls against tgt until EONT. Spec When making an OA, you can use this power in place of a MBA. |
| ENC | Rain of BlowsFighter Attack 3 · PHBStd Melee wpnMartial, Weapon | Condensed entry — flavor text not included in source. 1° Tgt One creature 2° 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 Dexterity 15 or higher, make a secondary attack. |
| ENC | Reaver’s HookFighter Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your mighty swing embeds your weapon in your foe. Atk Str vs AC · Hit 2[W] + Str dmg. If tgt moves before EONT, it takes extra dmg = 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 | Rhino StrikeFighter Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature | Rushing into the thick of battle, you smash your foes with your eager attack. 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 Edge BlockFighter Attack 3 · MP2Std Melee 1Martial, WeaponTgt The triggering enemy | You block your foe’s attack with a quick slam of your shield’s edge. strikins a powerful blow in the process. Req You must be using a shield. · Trig An enemy adjacent to you hits or misses you with a close or a melee attack Eff Tgt takes a -4 penalty to the attack roll. · Atk Str + 2 vs Fortitude · Level 11 Str + 4 vs Fortitude · Hit 2d6 + Str dmg. |
| ENC | Shield SlamFighter Attack 3 · MPFree Melee 1MartialTgt The triggering enemy | You follow up a successful attack by slamming your shield into the enemy, knocking him aside. Req You must be using a shield. · Atk Str + 2 vs Fortitude · Hit You push tgt 1 sq and knock it prone. Trig You hit an enemy with a melee attack |
| ENC | Slamming RushFighter Attack 3 · MP2Std Melee 1Martial, WeaponTgt One creature grabbed by you | Flavor text not legible in source. Atk Str vs Fortitude (unarmed) · Hit 1[W] + Str dmg, and knock prone. If target adjacent to blocking terrain, add Dex to the dmg. Eff You move your speed. For each sq you move, you slide target 1 sq to a sq adjacent to you. The creature remains grabbed, and you do not provoke an OA from target during this movement. |
| ENC | Sweeping BlowFighter Attack 3 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Condensed entry — flavor text not included in source. 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 Str. |
| ENC | Sweeping SlashFighter Attack 3 · MP2Std Close burst 1Martial, Weapon | You whirl your main weapon in an overhead cut tlratforces your foes to step back. You therr fol/ow up with your other weapon. Req You must be wielding two melee weapons. · 1° Tgt Each enemy in burst you can see · 1° Atk Str vs Reflex (main weapon) · Hit You push the primary target 1 sq. Eff You shift 1 sq and make a melee secondary attack. 2° Tgt One creature targeted by the primary attack · 2° Atk Str vs AC (off-hand weapon) · Hit 2[W] + Str dmg. |
| DLY | Agonizing AssaultFighter Attack 5 · MPStd Melee wpnMartial, WeaponTgt One creature | Your attack hits your adversary in a sensitive area, causing it to reel in pain. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is dazed and immobilized (save ends both). Wpn If you’re wielding a flail, the attack deals extra dmg = Dex. · Miss Half dmg, and tgt is not dazed or immobilized. |
| DLY | Bare-Knuckled RebukeFighter Attack 5 · MP2Imm React Melee wpnMartial, Stance, WeaponTgt The triggering enemy. | Your enemies leave themselves open to your powerful punches when they miss with their attacks. Eff Until the stance ends, you can make the following attack. · Trig An enemy adjacent to you misses you with a melee attack · Req You must have a hand free. · Atk Str vs AC (unarmed) · Hit 1[W] + Str dmg, and tgt grants CA to you until EONT. |
| DLY | Bedeviling AssaultFighter Attack 5 · MPStd Melee wpnMartial, WeaponTgt One creature | While your ally distracts your opponent, you land yet another blow. 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 ChargeFighter Attack 5 · MPStd Melee wpnMartial, WeaponTgt One creature | You leap through the air toward your foe, landing with a resounding crunch. Req You must charge and use this power in place of a MBA. · Atk Str vs AC · Hit 3[W] + Str + Con dmg. Prereq You must be trained in Athletics. · Miss Half dmg. |
| DLY | Crack the ShellFighter Attack 5 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg, and target takes ongoing 5 dmg and a –2 penalty to AC (save ends both). |
| DLY | Crushing FootFighter Attack 5 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One creature | You Wab your foe and smash it to the FJround. You then place your foot on its neck to keep the creature down. Atk Str vs Fortitude · Hit 2[W] + Str dmg. Until the end of the encounter, tgt cannot move if it was grabbed by you at the start of its turn. Eff You knock tgt prone. Miss l[W] + Str dmg. |
| DLY | Dervish’s ChallengeFighter Attack 5 · MP2Minor PersMartial, Stance, WeaponTgt One creature | You hold your weapons close to your bod), prepared to strike Ollt when an enemy leaves ),ou an openinFJ. 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 | Dizzying BlowFighter Attack 5 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 3[W] + Str dmg, and target immobilized (save ends). |
| DLY | Hounding LongarmFighter Attack 5 · MPStd Melee wpnMartial, WeaponTgt One creature | With a sharp jab, you shove your enemy backward, continuing to guard against him with your polearm. Req You must be wielding a reach weapon. · Atk Str vs Fortitude · 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 immediate interrupt. Spec If you are an eladrin, the attack deals extra dmg = Dex. |
| DLY | Pinning SmashFighter Attack 5 · MPStd Melee 1Invigorating, Martial, WeaponTgt One creature | You pummel your opponent, knocking him to his knees. You then hold him down. Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is immobilized until you are not adjacent to it. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. · Miss Half dmg, and tgt is immobilized until EONT. |
| DLY | Rain of SteelFighter Attack 5 · PHBMinor PersMartial, Weapon | Condensed entry — flavor text not included in source. Eff Any enemy that starts its turn adjacent to you takes 1[W] dmg, as long as you are able to make OAs. |
| DLY | Relentless PressureFighter Attack 5 · MP2Std Melee wpnMartial, WeaponTgt One creature | Jabbing and pushing with your shield, youforce YOllr foe into using rudimentary attacks. Req You must be using a shield. · Atk Str vs AC · Hit 1[W] + Str dmg. Eff Tgt can use only basic attacks to attack while you are adjacent to it (save ends). |
| DLY | Subtle CutFighter Attack 5 · MPStd Melee wpnMartial, WeaponTgt One creature | You deftly maneuver to precisely slash your foe, drawing its blood and slowing it with suffering. Req You must be wielding a light blade. · Atk Str vs AC · Hit Tgt is slowed and takes ongoing dmg equal to 10 + Dex (save ends both). Eff Before and after the attack, you can shift 1 sq. Miss Tgt takes ongoing dmg = Dex (save ends). |
| ENC | Agile ApproachFighter Utility 6 · MPMove PersMartial | You make a quick shift to a better position. 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 | Battle AwarenessFighter Utility 6 · PHBNo Act PersMartial | Condensed entry — flavor text not included in source. Eff You gain a +10 bonus to your initiative check. Use this power after rolling your initiative. |
| DLY | Defensive TrainingFighter Utility 6 · PHBMinor PersMartial | Condensed entry — flavor text not included in source. Eff Gain a +2 pwr bonus your Fortitude, Reflex, or Will defense. |
| ENC | Makeshift ShieldFighter Utility 6 · MP2Imm Intr Pers ZMartial \$ | You snatch a piece offurniture, a bod,v, or a di swrded item to block an enemy’s attack. Req You must have a hand free. Trig An enemy hits you with a close or a melee attack · Eff You gain a a bonus to defenses against the attack equal to your Dexterity modifer. |
| DLY | Ready to RetaliateFighter Utility 6 · MP2Minor PersMartial, Stance | You hold your weapon high overhead, ready to swirtg at arty foe that attacks you. 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 FrayFighter Utility 6 · MP2Imm React PersMartial | Reim’i80rated by an ally’s heaIi n8, you rush back into thefray. Trig An ally uses a healing power on you · Eff If you are prone, you stand up and shih 1 sq. If you are standing. you instead shih 3 sq. |
| DLY | Rock SteadyFighter Utility 6 · MPMinor PersMartial, Stance | You sink your center of gravity into the ground below you and grit your teeth. You are going nowhere. 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 ScoreFighter Utility 6 · MPImm React PersMartial | When the attack hits you, you decide then and there to take your enemy out. Trig An enemy hits you with an attack · Eff You gain a +2 pwr bonus to attack rolls against the triggering enemy until the end of the encounter. |
| ENC | Strong FocusFighter Utility 6 · MPMinor PersMartial | Concentration improves your ability to accomplish feats of strength. Eff Until EONT, you gain a pwr bonus to Athletics checks and Strength ability checks = Wis. |
| ENC | Unbalancing DodgeFighter Utility 6 · MP2Imm React Melee touchMartialTgt The triggering enemy | You duck out ofthe way of your foe’s attack, puttinB the creature offbalance. Trig An enemy misses you with a melee attack · Eff Tgt takes a -2 penalty to attack rolls and all defenses until the end of its next turn. ROLEPLAY1NG A F1GHTER As a fighter, you boldly wade into the fray and take pun ishment that few others could endure. A fighter’s job is so iconic and subtle that your allies might some times take you for granted. Spice up your characterization with enthusiastic battle cries, an accent, or colorful descrip tions of what you say or what happens when you are hit or deliver an attack. Givi ng a strong fighte r a weakness can create a fun roleplaying qUirk. If you normally rush into combat, the other players will take notice whe n you hesitate and mutter about how you hate snakes or how spiders make your skin crawl. Similarly, you can emphasize your fighte r’s courage by contrasting it with caution. The mercenary fighter is a classic archetype that’s easy to bring out in play. You might compete with the rogue to loot fallen foes or insist that the cleric help you ma ke sure their corpses don’t reanimate. Afte r all, you’re not being paid to fig ht them a second time. Once you establish that your character views combat as a job, you have the pote ntial for intense drama. Try making a battle against a foe personal, letting your fighter become angry or obsessed. Roleplayi ng a character who fights for profit or necessity might mean that you are the voice of caution when you r group makes plans. Don’t worry that you’ll avoid the carnage that makes playing a fighter fun. An adventurer’s life is dangerous e nough that no amount of caution lets you avoid every combat. Your OM will keep combat a central part of the game even if your character claims to want peace and qUiet. |
| ENC | UnbreakableFighter Utility 6 · PHBImm React PersMartial | Condensed entry — flavor text not included in source. Eff Reduce the dmg from the attack by 5 + Con. · Trig You are hit by an attack |
| DLY | Vigilant ProtectorFighter Utility 6 · MPMinor PersMartial, Stance | You sweep your shield out to give your allies protection. 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 to AC and Reflex while adjacent to you. Spec If you are a dragonborn, your adjacent allies instead gain a +3 pwr bonus to AC and Reflex. |
| ENC | Bloody the FieldFighter Attack 7 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One creature | You raise your wcapon high. rccognizing that the time has come to finish offyour foe. Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is bloodied. it is dazed until EONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. |
| ENC | Bludgeoning ViseFighter Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your weapon crunches down on your enemy’s skull. You then drive your fist into your foe’s face. Req You must have a hand free. · 1° Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is dazed until EONT. Make a secondary attack against tgt. 2° Atk Str vs Fortitude (unarmed) · Hit 1[W] dmg, and you knock tgt prone. |
| ENC | Come and Get ItFighter Attack 7 · PHBStd Close burst 3Martial, WeaponTgt Each enemy in burst you can see | Condensed entry — flavor text not included in source. 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 | Echoing AssaultFighter Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature | You batter the f oe with a mighty swing and prepare to catch it with the bachll’in8 ifit doesn’t have the sense to move. Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is adjacent to you at SONT, as a free action you can make a MBA against tgt as the first action you take during your turn. Wpn If you’re wielding an axe, a hammer, or a mace, the attacks deal extra dmg = Con. |
| ENC | Griffon’s WrathFighter Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg, and target takes a –2 penalty to AC until EONT. |
| ENC | Hampering FlurryFighter Attack 7 · MPStd Melee wpnMartial, WeaponTgt One creature | Using both weapons, you attack your opponent’s legs and hinder him with painful wounds. 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 is slowed until EONT. If both attacks hit, the second attack deals extra dmg = Dex. |
| ENC | Hydra ChargeFighter Attack 7 · MP2Std Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Your advance seems brash, but it’s actually a flurry of perfectly timed strikes that. bewilder your foes. Atk Str vs AC · Hit 1[W] + Str dmg, and tgt takes a -2 penalty to attack rolls until EONT. Spec When charging, you can use this power in place of a MBA. |
| ENC | Iron BulwarkFighter Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. 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) until EONT. |
| ENC | Not So FastFighter Attack 7 · MPImm Intr Melee 1Martial, WeaponTgt The triggering enemy | Your adversary tries to slip away, but you sneak your weapon inside and keep him right where you want him. Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is 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 is also immobilized until the end of its next turn. |
| ENC | Opportunist’s RendFighter Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature | You deliver a series ofdeadly blows to an cnerny that lets its 8uard down. Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg. Eff Make a secondary attack against tgt. 2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg. Spec You can use this power in place of a MBA. |
| ENC | Reckless StrikeFighter Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str –2 vs AC · Hit 3[W] + Str dmg. |
| ENC | Savage ParryFighter Attack 7 · MPImm Intr Melee wpnInvigorating, Martial, WeaponTgt The triggering enemy | With predatory speed, you violently parry, extorting pain as the penalty for your foe’s impudent attack. 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 extra dmg = Con. |
| ENC | Stay DownFighter Attack 7 · MPStd Melee wpnMartial, WeaponTgt One creature | You’re not above hitting someone who’s down. Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is prone, the attack deals extra dmg = Dex, and tgt can’t stand up until EONT. |
| ENC | Sudden SurgeFighter Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg. Eff Move a number of sq = Dex (minimum 1). |
| ENC | Trip UpFighter Attack 7 · MPFree Melee wpnMartial, WeaponTgt The triggering enemy | You tangle your enemy’s feet with your weapon. Atk Str vs Reflex · Hit 1[W] + Str dmg, and tgt is slowed until EONT. Trig You hit an enemy with a MBA Wpn If you’re wielding a polearm or a spear, you can knock tgt prone instead of slowing it. |
| ENC | Twofold TormentFighter Attack 7 · MPStd Melee wpnMartial, Weapon | Your carefully aimed slashes send two foes reeling away in agony. Req You must be wielding two melee weapons. Targets: Two creatures · 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 + Dex. If you have CA against tgt, the attack deals extra dmg = Dex. |
| DLY | [Name missing in source]Fighter Attack 9 · MPStd Melee wpnMartial, WeaponTgt One creature | As you swing, you use your momentum to steady and center yourself, gaining vigor for the fight to come. 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 | Bone CrusherFighter Attack 9 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One creature | Your crushing blow leavcs your cnemy susceptible to other attach. Atk Str vs AC · Hit 3[W] + Str dmg. Eff Tgt gains vulnerable 10 to weapon attacks (save ends). F1GHT ER BU1LDS AND COMBAT STYLES Chapter 5 introduces combat styles, most of which the Nerathan High Blade, Ninth legion, Reaving Axe, Red fighter can use. A fighter is a natural fit for combat styles Cloak. and Rending Chains. because of his or her ability to use all kinds of melee Great Weapon Fighter: Arkhosian Fang, Black Hood. weapons. Hunting Spear, Ironstar, longhand, Moradin’s Forge, Certain styles work better for specific fighter builds. If Ogre might, Partisan Polearm, Rending Chains. and Steel your fighter uses one of these bu ilds, the combat styles Vanguard. indicated for that build are your best choices. Guardian Fighter: Arkhosian Fang. Desert Moon, Elsir Battlerager: Black Hood, Elsir Hammer, lronstar, Kulkor Ham mer, lronstar, Kulkor Battlea rm, Mountain Thunder, Battlearm, Moradin’s Forge, Mountain Thu nder, Ni nth Nerathan High Blade, Ninth legion, Reaving Axe, Red legion, Ogremight, and Reaving Axe. Cloak, and Re nd ing Chains. Brawling Fighter: Arkhosian Fang, Desert Moon, Elsir Tempest Fighter: Elsir Hammer, Midnight Blade. Moun Hammer, lronstar, Kulkor Battlearm, Mountain Thunder, tain Thunder. and Red Cloak. |
| DLY | Hobbling CutFighter Attack 9 · MP2Std Melee wpnMartial, WeaponTgt One creature | You cripple YOllr foe with painful wounds to its le8 and its arm. Atk Str vs AC · Hit l[W] + Str dmg, and tgt is slowed and weakened (save ends both). Miss Half dmg, and tgt is slowed and weakened until EONT. |
| DLY | Jackal StrikeFighter Attack 9 · MPFree Melee wpnMartial, Reliable, WeaponTgt The triggering enemy | Sensing your opponent’s flagging strength, you move in for the kill. Atk Str vs AC · Hit 3[W] + Str dmg. Trig An enemy marked by you becomes bloodied |
| DLY | One Against ManyFighter Attack 9 · MP2Std Close burst 1Martial, WeaponTgt Each enemy in burst you can see | When your enemies BanB up on you, you have the advantage, for it mellns you have no shortaBe oftarBets. Atk Str vs AC · Hit 1lWj + Str dmg. Eff Until the end of the encounter, you gain a +1 pwr bonus to all defenses while two or more enemies are adjacent to you. You also gain a +1 pwr bonus to weapon attack rolls while no allies are adjacent to you. |
| DLY | Pestering WoundFighter Attack 9 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | The injury caused by your attack tears open when your foe tries to maneuver. Atk Str vs AC · Hit 3[W] + Str dmg, and if tgt moves before EONT, it takes extra dmg = Str. Wpn If you’re wielding a pick, the extra dmg instead equals Str + Con. |
| DLY | Piquing DareFighter Attack 9 · MPStd Melee wpnMartial, WeaponTgt One creature | With a precise and provoking blow, you mark your foe and defy him to ignore you on pain of further attack. Atk Str vs AC · Hit 3[W] + Str dmg. If you have CA against tgt, the attack deals extra dmg = Dex. Eff Tgt 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 | Shift the BattlefieldFighter Attack 9 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 2[W] + Str dmg, and you slide target 1 sq. Miss Half dmg. |
| DLY | Staggering BlowFighter Attack 9 · MP2Std Melee wpnMartial, WeaponTgt One creature | YOII batter your enemy with a poweiful blow and send it stum blillg awayfrom you. Req You must have a hand free. · Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt 3 sq. Tgt is dazed (save ends). Miss Half dmg, and you push tgt 1 sq. Tgt is dazed until EONT. |
| DLY | Stop ThrustFighter Attack 9 · MPImm React Melee wpnMartial, Reliable, WeaponTgt The triggering enemy | As the enemy moves to attack, you respond by rapidly advancing and striking. Trig An enemy enters a sq within 2 sq of you Eff Before the attack, you can shift 2 sq. · Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is immobilized until SONT. Spec If tgt moved as part of a charge, it can attack you instead of the original target of its charge. |
| DLY | Terrifying ImpactFighter Attack 9 · MPStd Melee wpnInvigorating, Martial, Weapon | Giving an exultant battle cry, you pulverize an opponent and put the fear of impending doom in nearby foes. 1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg. · Wpn If you’re wielding an axe, a hammer, or a mace, the primary attack deals extra dmg equal to our Con. Eff Make a secondary attack, which has the fear keyword. 2° Tgt Each enemy within 3 sq of the primary target · 2° Atk Con vs Will · Hit You push tgt 1 sq. |
| DLY | Thicket of BladesFighter Attack 9 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 3[W] + Str dmg, and target slowed (save ends). |
| DLY | Unstoppable AssaultFighter Attack 9 · MP2Imm React Melee 1Martial, WeaponTgt The triggering enemy | You fend off an enemy’s advllllce by stri/(inB hard and then jab binB the foe with the edge ofYOllr shield. Req You must be using a shield. · Atk Str vs AC · Hit 3[W] + Str dmg. Trig An enemy moves during its turn to a sq adjacent to you · Eff Until EONT, tgt cannot grab you, restrain you, or enter your space. Sust Minor Choose one enemy adjacent to you. That creature cannot grab you, restrain you, or enter your space until EONT. |
| DLY | Victorious SurgeFighter Attack 9 · PHBStd Melee wpnMartial, WeaponTgt One creature | Condensed entry — flavor text not included in source. Atk Str vs AC · Hit 3[W] + Str dmg, and you regain HP as if you had spent a healing surge. |
| ENC | [Name missing in source]Fighter Utility 10 · MP2Minor PersMartial | \\Vith pure determination, you ignore weakness and battle on. Eff Until EONT, you ignore the ef fects of the dazed, immobilized, slowed, and weakened conditions. |
| ENC | Body ShieldFighter Utility 10 · MP2Imm Intr Melee 1MartialTgt One creature other than the triggering enemy 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. | You yank a foe into the path ofan enemy’s attack. Req You must have a hand free. Trig An enemy hits you with a melee or a ranged attack |
| DLY | Defensive ResurgenceFighter Utility 10 · MPMinor PersHealing, Martial | You buck up under the pressure and redouble your defensive efforts. Eff You can spend a healing surge. Until SONT, you gain a bonus to AC = Dex. |
| DLY | Fist of LightningFighter Utility 10 · MP2Minor PersMartial, Stance | You clench your fi st and prepare a rapid assault. Eff Until the stance ends, your unarmed attacks deal extra dmg equal to your Dexterity mod ifier. |
| DLY | Grappler’s StanceFighter Utility 10 · MP2Minor PersMartial, Stance | You wrench the lirnbs of your enell1)\\ weakenina its resolve. Eff Until the stance ends, any creature grabbed by you is restrained until the grab ends. |
| DLY | Hunker DownFighter Utility 10 · MPMinor PersMartial, Stance | You drop into a defensive posture, raising your shield to protect yourself. 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. |
| ENC | Into the FrayFighter Utility 10 · PHBMinor PersMartial | Condensed entry — flavor text not included in source. Eff You can move 3 sq, as long as you can end your move adjacent to an enemy. |
| DLY | Last Ditch EvasionFighter Utility 10 · PHBImm Intr PersMartial | Condensed entry — flavor text not included in source. Eff You take no dmg from the attack that just hit you. However, you are stunned and take a –2 penalty to all defenses until EONT. · Trig You are hit by an attack |
| DLY | Menacing StanceFighter Utility 10 · MPMinor PersMartial, Stance | You seem ready to spring at any moment, forcing marked foes to devote more attention to you. 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 NemesisFighter Utility 10 · MPImm React PersHealing, Martial | The fact that your enemy is too cowardly to close to melee swells your confidence. Trig You are hit by a ranged attack · Eff You spend a healing surge and regain additional HP equal to twice Wis. |
| DLY | Stalwart GuardFighter Utility 10 · PHBMinor PersMartial | Condensed entry — flavor text not included in source. 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. |
| ENC | Steely PersuasionFighter Utility 10 · MP2Free PersMartial | Your skill with the blade is enough to daunt even stalwart foes. Req You must be wielding a melee weapon. Trig You make an Intimidate check or a Streetwise check · Eff You gain a bonus to the skill check equal to the weapon’s proficiency bonus plus the weapon’s enhance ment bonus. ’MULT1CLASS F1GHTER S Differe nt backgrounds and interests lead fighters to explore various philosophies and methods of combat. A few interesting combinations are discussed here. Avenger: Few fighte rs have the Wisdom scores neces sary to excel with avenger attack powers, yet characters who have a bonus to Wisdom from their race - dwarves, elves, and shifters, for exampleca n pull off t his com bination. Avenger powers proVide a fighter with mo re “stickiness.” With you r avenger powers, you ca n pull enemies away from your all ies. Once the enemies are adjacent to you, you can unleash close attacks to mark all of them and force them to fight you. Eve n if you take no avenger powers, the avenger multiclass feat Hero of Faith from Divine Power grants what is effe ctively a +4 bonus to attack rol ls for 2 rounds by allOWing you to use oath of enmity. Finally, the oathsworn paragon path from Player’s Handbook 1 and the relentless slayer and weapon of fort une parago n paths from Divine Power prOVide interesting opt ions for a character that is both fighter and avenge r. Barbarian: Multiclassing into barbarian as a fighter is a so lid choice because the two classes share Strength as a primary ability score. The barbarian class offers a fighter simila r powersspecifically, potent me le e attacksyet barba rian powers deal more dmg than most fighter powers. This combination works well for battleragers and great weapon fighters. If you want to enter a rage, you’ll need to use the Adept Power multiclass feat to gai n a daily power. Most barbarian paragon paths have features related to rage, so if you don’t have a rage power, consider picking a fighter paragon path that focuses on hitting hard. Cleric You have great opportunities if you multiclass a battle cleric with a guardian fighter or a tempest flghter, because they share a focus on Strength, 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 pro tector or the polearm master from Martial Power, and the angelic avenge r, the pit flghter, or the warpriest from the Player’S Handbook. Rogue: If you multiclass as a brutal rogue with a Dexterity-based fighter build, such as the tempest or the brawler, you gain a mutual benefit from high Strength. The rakehell duelist (page 26) and the blade bravo (page 73) are idea l paragon paths fo r you as a combination of striker and defender. You might also consider the shock trooper and the death dealer from Martial Power and the kensei from Player’s Handbook. Warden: This combination works well because warden attack powers are based on Strength. The Defender of the W ild feat from Player’s Handbook 1 Is useful fo r a fighter. It a llows you to mark each enemy adjace nt to you even after you run out of attacks that target multiple enemies. Warden powers are optimal for controlling movement and keeping enemies nearby, so this combination can make the fighter a better defender; try mixing warden with the brawling fighter or guardian flghter build. Warlord: The wa rlord and the fighter share Strength as a primary ability score, so they mix well. You won’t be a great healer unless you Invest a significant number of feats, but with even a few healing powers, you can help bolster your group. The warlord also offers tactical options to help the fighter organize the battlefield around him or her. |
| DLY | Strength from PainFighter Utility 10 · MPMinor PersMartial | The pain of your wounds opens the floodgates to your inner strength. Req You must be bloodied. Eff You gain a +4 pwr bonus to 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 pwr bonus. |
| ENC | Appalling CrunchFighter Attack 13 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | Nearby enemies are so aghast at your remorseless attack that they see you as the most dangerous foe on the field. Atk Str vs AC · Hit 3[W] + Str dmg, and enemies adjacent to tgt are marked until EONT. Wpn If you’re wielding an axe, a hammer, or a mace, enemies within 2 sq of tgt are marked until EONT. |
| ENC | Assured StrikeFighter Attack 13 · MPStd Melee wpnMartial, WeaponTgt One creature granting CA to you | You pick out your foe’s weak spot and drive your weapon home with surprising force. Atk Str vs Reflex · Hit 3[W] + Str dmg. Wpn If you’re wielding a heavy blade or a light blade, the attack deals extra dmg = Dex. · Spec If you are a halfling, you don’t need CA against tgt. |
| ENC | Bash and PummelFighter Attack 13 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One or two creatures | You hack down one enemy and then slash at another nearby with your next blow. Atk Str vs AC. You make the attack twice, distributing the attacks between the targets or making both attacks against one. · Hit , [W] + Str dmg, and tgt is dazed until EONT. If you hit the same target twice with this power, the second attack deals extra dmg = Dex. |
| ENC | Battle JumpFighter Attack 13 · MP2Std Melee wpnMartial, WeaponTgt One creature | You leap past your foe in a areat bound, stabbing above its 8uarc1 as ),01180. Eff Before or after the attack, you jump 2 sq. You do not provoke OAs during the jump. · Atk Str vs AC · Hit 3[W] + Str dmg. |
| ENC | Brutal RebukeFighter Attack 13 · MPStd Melee wpnMartial, WeaponTgt One creature | By attacking your comrade, your adversary has called down your righteous ire. Atk Str vs AC. If tgt attacked you or an ally since the end of your last turn, you gain a +2 bonus to the attack roll. · Hit 2[W] + Str dmg. Wpn If you’re wielding a mace or a pick, the attack deals extra dmg = Con. · Spec When making an OA, you can use this power in place of a MBA. |
| ENC | Crumpling SlamFighter Attack 13 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | With a bellow and a mighty wallop, you hurl your foe backward and off her feet. Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt 2 sq and knock it prone. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. |
| ENC | Dance of BladesFighter Attack 13 · MPStd Melee wpnMartial, Weapon | You weave between two foes, driving them this way and that with a pair of attacks. Req You must be wielding two melee weapons. · 1° Tgt One creature · 1° Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg, and you slide tgt 2 sq. If you have CA against tgt, the primary attack deals extra dmg = Dex. Eff You can shift 3 sq and make a secondary attack. 2° Tgt One creature other than the primary target · 2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg, and you slide tgt 2 sq. If you have CA against the secondary target, the secondary attack deals extra dmg = Dex. |
| ENC | Hilt SmashFighter Attack 13 · MP2Std Melee wpnMartial, WeaponTgt One creature | After a wide swing. you reverse ),our weapon and slam its arip against your foe’s head. Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg, and tgt grants CA to you until EONT. Eff Make a secondary attack against tgt. 2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg, and tgt is dazed until EONT if you have CA against it. |
| ENC | Scattering SwingFighter Attack 13 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | You whip your weapon in a wide arc, and those enemies you don’t send staggering must jump out of the way. Atk Str vs AC · Hit 2[W] + Str dmg, and you slide tgt 1 sq. Miss You push tgt 1 sq. |
| ENC | StrangleholdFighter Attack 13 · MP2Std Melee wpnMartia’l, WeaponTgt One creature | While ),our foe is still reeHnsfrom ),our hit, you wrap your arm around its neck and squeeze. Req You must have a hand free. · Atk Str vs AC · Hit 2[W] + Str dmg, and you grab tgt. Tgt is dazed until the grab ends. The grab ends automatically at EONT. Spec When making an OA, you can use this power in place of a MBA. |
| DLY | Boulder ChargeFighter Attack 15 · MPStd Melee wpnInvigorating, Martial, Weapon | You and your sweeping weapon become like a stone rolling down a mountain, crushing anyone foolish enough to stay in your path. Req You must charge and use this power in place of a MBA. While charging, you can move through enemies’ sq but must end your movement in an unoccupied space. Targets: One creature and each enemy whose space you move through · Atk Str vs AC, one attack per target · Hit 2[W] + Str dmg, and you push tgt 2 sq and knock it prone. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. · Miss You push tgt 1 sq. |
| DLY | Carve InitialsFighter Attack 15 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | You cut deep and leave a meaningful mark. Req You must be wielding a light blade. · Atk Str vs AC · Hit 4[W] + Str dmg, and tgt is marked until the end of the encounter or until you are knocked unconscious. No mark can supersede this one. |
| DLY | Defender’s GambitFighter Attack 15 · MPStd Melee wpnMartial, WeaponTgt One creature | Inviting attack, you lure your enemy into letting its guard down for a counterattack. 1° Atk Str vs Will · Hit Until the end of your turn, you gain a pwr bonus to melee attack rolls and melee dmg rolls against tgt = Wis. Eff Tgt can make a basic attack against you as an immediate reaction, and then you make a secondary attack against it as a free action. 2° Atk Str vs AC · Hit 5[W] + Str. · Miss Half dmg. |
| DLY | Eye GougeFighter Attack 15 · MP2Std Melee wpnMartial, WeaponTgt One creature | You deliver a quick strike to your foe and then 80 for its eyes. attempting to 8ouge them out with ),our free hand. Req You must have a hand free. · 1° Atk Str vs AC · Hit 2[W] + Str dmg. Eff Make a secondary attack against tgt. 2° Atk Str vs Reflex (unarmed) · Hit 2[W] + Str dmg. and tgt is blinded (save ends). · Miss Half dmg, and tgt is blinded until EONT. |
| DLY | Gale of SteelFighter Attack 15 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | You cut through the ranks of your foes like a fierce wind. Atk Str vs AC · Hit 2[W] + Str dmg. Eff You can shift 1 sq and repeat the attack against any enemy you haven’t already hit with the attack. Wpn If you’re wielding a heavy blade or a light blade, the attack deals extra dmg = Dex. |
| DLY | No Room to BreatheFighter Attack 15 · MP2Std Melee wpnMartial, WeaponTgt One creature | You press the attack with relentless intensit)\\ leaving ),ollr foe no time to launch a proper counterattack. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is weakened until EONT. Miss Tgt is weakened until EONT. |
| DLY | Quicksilver StanceFighter Attack 15 · MPMinor PersMartial, Stance | Like liquid metal, you flow wherever the gravity of battle carries you. Eff Until the stance ends, you can shift 1 sq (or 2 sq if you aren’t wearing heavy armor) and make a MBA as a move action. If you have CA against tgt of the attack and hit, the attack deals extra dmg = Wis. |
| DLY | Relentless HeadlockFighter Attack 15 · MP2Std Melee wpnMartial, WeaponTgt One creature | After a preparatory strike with ),ollr weapon,),ou wrap your arm around ),our foe, leaving no room to escape. Req You must have a hand free. · Atk Str vs AC HIt: 2[W] + Str dmg, and you grab tgt. Until the grab ends. tgt grants CA to you. Whenever tgt fails to escape the grab, you can make an OA against it. Miss Half dmg, and you grab tgt. |
| DLY | Slayer’s LungeFighter Attack 15 · MPImm React Melee 1Martial, WeaponTgt The triggering enemy | Scenting blood, you speed forward to finish your foe. Trig An enemy within 5 sq of you becomes bloodied Eff Before the attack, you can move your speed. · Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is marked (save ends). If tgt is already marked by you when you use this power, the attack deals extra dmg = Wis. Spec If you are an elf, the attack deals extra dmg = Dex. |
| DLY | Sudden OpportunityFighter Attack 15 · MP2Free Melee wpnMartial, WeaponTgt The triggering enemy | “’’hell one of your allies hits an enemy,you take advantage of the foe’s distraction to put it on the around with a quick attack. Trig An enemy within 2 sq of you is bloodied by your or your ally’s attack or suffers a critical hit from you or your ally Eff Before the attack, you shift 3 sq. · Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is dazed (save ends). · Miss Half dmg. · Wpn If you’re wielding an axe, a hammer, a mace, or a pick, you knock tgt prone. |
| DLY | Battle AcumenFighter Utility 16 · MP2Minor PersMartial, Stance | You absorb everything 80in8 on around you. and your enemies find it hard to catch you unaware. Eff Until the stance ends, you don’t grant combat ad vantage while you are conscious\_ |
| ENC | Bolstering StrideFighter Utility 16 · MPMove PersMartial | You rush to your friend’s side, ready to stand in his defense. Eff You can move your speed, ending in a space adjacent to an ally. You then gain temp HP equal to 2d8 + Con. |
| DLY | Fury’s ResurgenceFighter Utility 16 · MP2Free PersHealing, Martial | The thrill of the kill is enough to shake off any ill effects. Trig You score a critical hit or reduce an enemy to 0 hit pOints · Eff You spend a healing surge and regain additional HP = Con. You make a saving throw against each effect on you that a save can end, and you gain a bonus to the saving throws = Con. |
| DLY | Giant’s StrideFighter Utility 16 · MPMove PersMartial | You wade through the chaos of battle like a colossus, heedless of the foes about you. Eff You can shift your speed. You ignore difficult terrain during this shift and can move through occupied sq, as long as you end in an unoccupied space. |
| DLY | Immovable MountainFighter Utility 16 · MPMinor PersMartial, Stance | You plant your feet firmly, refusing to move. Eff Until the stance ends, if you are subject to a pull, a push, or a slide and you have moved no more than 2 sq since the start of your turn, you can reduce the forced movement by 2 sq. Spec If you are a dwarf, you can reduce the forced movement by 5 sq. |
| DLY | Marking StanceFighter Utility 16 · MPStd PersMartial, Stance | You very presence puts your foes off their guard. Eff Until the stance ends, any enemy that begins its turn adjacent to you is marked until the start of its next turn. Prereq You must be trained in Intimidate. |
| ENC | Painful DragFighter Utility 16 · MP2Move PersMartial | You stride across the room, dra88in9 an enemy behind you. 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. The grabbed creature grants CA until EONT. |
| DLY | Regnant ShoutFighter Utility 16 · MPStd Close burst 3MartialTgt Each enemy in burst | Your battle cry wracks your enemies’ nerves and draws their attention to you. Eff You gain a +1 pwr bonus to attack rolls against tgt and it is marked (save ends both). |
| ENC | Tangle UpFighter Utility 16 · MP2Free Melee wpnMartialTgt The triggering enemy | When your enemy lowers its 8uard. you take the opportunity to tan81e its feet and send it sprawlina. Trig You hit or miss an enemy with an OA · Eff You knock tgt prone. You mark tgt (save ends). |
| AW | Twisting EscapeFighter Utility 16 · MP2Move PersMartial | You twist your body like a contortionist, escapina even the tiaht est restraints. Req You must be grabbed. Eff You attempt to escape a grab and gain a +5 bonus to the Athletics check to escape. If you escape, you can shift half your speed instead of the normal 1 sq. Prereq You must be trained in Athletics. |
| ENC | Battering RamFighter Attack 17 · MP2Std Melee 1Martial, WeaponTgt One creature grabbed by you | You pick up the enemy you are 8rapplina and run it headfirst into another foe. Eff You move your speed, pulling tgt with you. Tgt remains grabbed, and you do not provoke an OA from tgt for this movement. · Atk Str vs Fortitude (unarmed) HIt: 2[W] + Str dmg. and you knock tgt prone. If tgt is adjacent to one or more of your enemies, it takes extra dmg equal to 2 + Dex, and the enemies it is adjacent to are also knocked prone. |
| ENC | Boggling SmashFighter Attack 17 · MPStd Melee wpnMartial, WeaponTgt One creature | Your solid blow momentarily costs your enemy its wits. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt takes a –2 penalty to attack rolls until EONT. Wpn If you’re wielding a hammer or a mace, the attack deals extra dmg = Con, and tgt is dazed until EONT. |
| ENC | Buffeting TorqueFighter Attack 17 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Your body and weapon spin as one, and jarring hits knock down those foes who fail to throw themselves out of harm’s way. Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 1[W] + Str dmg, and until SONT, any enemy that enters a sq adjacent to you is marked until EONT and takes 5 dmg. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. |
| ENC | Driving FlurryFighter Attack 17 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | You force your opponent back with a sustained series of jabs, then use the break in his defenses to slip away. Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt 2 sq. You can then shift 2 sq. Wpn If you’re wielding a light blade or a heavy blade, the attack deals extra dmg = Dex. |
| ENC | lunging DervishFighter Attack 17 · MP2Std Close burst 2Martial, Weapon | You take a lona step fo nva rd. bending’ow as your leadina arm delivers an arcing slash. You follow the attack with a qUick cut from your offhand weapon. Req You must be wielding two melee weapons. · 1° Tgt Each enemy in burst you can see · 1° Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg, and you slide the primary target 1 sq. Eff Make a secondary attack that is a dose burst 1. 2° Tgt Each enemy in burst you can see · 2° Atk Str vs AC (off-hand weaporl) · Hit Str dmg. |
| ENC | Minotaur ChargeFighter Attack 17 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One creature | You lower your head and charne your foe, sendin9 it sprawling. 1° Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt 1 sq and shift 1 sq to a sq tgt vacated. Make a secondary attack against tgt. 2° Atk Str vs Fortitude · Hit You push tgt 3 sq and knock it prone. Spec When charging, you can use this power in place of a MBA. |
| ENC | Punishing Shield BlockFighter Attack 17 · MP2Imm Intr Melee 1MartialTgt The triggering enemy | You catch your enemy’s attack with your shield and then slam the shield back into your foe, knockilla it down. Req You must be using a shield. · Trig An enemy adjacent to you hits or misses you with a close or a melee attack Eff Tgt takes a -2 penalty to the attack roll. · Atk Str + 4 vs Fortitude · Level 21 Str + 6 vs Fortitude · Hit 2d6 + Str dmg, and you knock tgt prone. |
| ENC | Shifting BladeFighter Attack 17 · MP2Std Melee wpnMartial, WeaponTgt One creature | You switch your weapon to your empty hand. catching your enemy completely offguard. Req You must have a hand free. Eff Tgt grants CA to you until EONT. · Atk Str vs AC · Hit 3[W] + Str dmg. |
| ENC | Skirmisher PounceFighter Attack 17 · MPStd Melee wpnMartial, Weapon | You leap forward, skewering one foe and using your momentum to harry another. 1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg, and you can shift 2 sq and make a secondary attack. If you have CA against the primary target, the primary attack deals extra dmg = Dex. 2° Tgt One creature other than the primary target · 2° Atk Str vs AC · Hit 1[W] + Str dmg. If you have CA against the secondary target, the secondary attack deals extra dmg = Dex. Spec When charging, you can use this power in place of a MBA. |
| ENC | Tap and CounterstrikeFighter Attack 17 · MPStd Melee wpnMartial, WeaponTgt One creature | You tap your foe, holding back your full strength to keep its attention fixed squarely on you. Req You must be wielding two melee weapons. · 1° Atk Str vs Fortitude · Hit 1[W] + Str dmg. If tgt makes an attack that does not include you before SONT, you can shift 1 sq and make a secondary attack against tgt with your off-hand weapon as an immediate interrupt. 2° Atk Str + 2 vs AC · Hit 3[W] + Str dmg. |
| ENC | Vicious UppercutFighter Attack 17 · MP2Std Melee wpnMartial, WeaponTgt One creature | You make a diversionary attack with your weapon to hide the real threatan uppercutJrom your fre e hand. Req You must have a hand free. · 1° Atk Str vs AC · Hit 1[W] + Str dmg. Eff Make a secondary attack against tgt. 2° Atk Str vs Fortitude (unarmed) · Hit 1[W] + Str dmg. and tgt is stunned until EONT. |
| ENC | Wild StrikeFighter Attack 17 · MPStd Melee wpnMartial, WeaponTgt One creature | Throwing caution to the wind, you lash out desperately at your foe. Atk Str vs AC · Hit 4[W] + Str dmg, and you grant CA to all enemies until SONT. Spec If you are a human, the attack deals extra dmg = Wis. · Spec When charging, you can use this power in place of a MBA. |
| DLY | Battlefield ChallengeFighter Attack 19 · MP2Std Melee wpnMartial, WeaponTgt One creature | Roaritlg a war cry. you rush I1n enemy and prove that it is you that it should be attacking. Atk Str vs AC · Hit S[W] + Str dmg. Eff Until the end of the encounter. whenever an enemy you can see makes an attack that does not include you as a target. you can mark that enemy as an opportunity action. The mark takes effect after the attack. and it lasts until EONT. Spec When charging. you can use this power in place of a MBA. |
| DLY | Controlling ThrustFighter Attack 19 · MPStd Melee wpnMartial, WeaponTgt One creature | After a vicious stab, you expertly corral your opponent with your polearm. Req You must be wielding a polearm or a spear. · 1° Atk Str vs AC · Hit 4[W] + Str dmg, and tgt is marked (save ends). · Miss Half dmg, and tgt is marked until EONT. Eff If tgt takes a move action before EONT and is within your melee reach, you can make a secondary attack against tgt as an immediate interrupt. 2° Atk Str vs AC Secondary Damage: 2[W] + Str dmg, and cancel tgt’s move action. Spec When charging, you can use this power in place of a MBA. |
| DLY | Iron TornadoFighter Attack 19 · MP2Std Close burst 1Martial, Weapon | You sweep),our weapon throulJh nearby enemies. Then, while they’re recovering,),011 seize a foe and hurl it awayfrom you. Req You must have a hand free. · 1° Tgt Each enemy in burst you can see · 1° Atk Str vs AC · Hit 2[W] + Str dmg. and the primary target is dazed until EONT. Make a melee secondary attack. 2° Tgt One creature hit by the primary attack · 2° Atk Str vs Fortitude (unarmed) · Hit You push the secondary target a number of sq equal to 1 + Dex and knock it prone. · Miss Half dmg. |
| DLY | Mighty Shield SlamFighter Attack 19 · MP2Minor Melee 1Martial, ReliableTgt One creatu re \$ | You slam your shield into your foe with a quick. powerful thrust. Req You must be using a shield. · Atk Str + 4 vs Fortitude UJ · Hit 2d6 + Str dmg. and you push tgt 1 sq. Tgt is dazed until EONT. Level 21 Str + 6 vs Fortitude |
| DLY | Persistence of BladesFighter Attack 19 · MP2Minor PersMartial, Stance | You are a whirl ofsteel and resolve. Nothing can deter you from striking your foe. Eff Until the stance ends, once per turn when you miss with a melee attack roll, you can reroll the attack roll. |
| DLY | Protective SweepFighter Attack 19 · MPStd Close burst 1Martial, WeaponTgt Each creature in burst you can see | You swing your weapon around with care, and then take up a defensive posture. Atk Str vs AC · Hit 3[W] + Str dmg. Eff You gain a +4 pwr bonus to AC until SONT. Miss Half dmg. · Wpn If you’re wielding a flail or a heavy blade, the attack deals extra dmg = Dex. |
| DLY | Pugilist’s ResolveFighter Attack 19 · MP2Imm React Melee wpnMartial, Stance, WeaponTgt The triggering enemy. | Your enemies leave themselves open to your powerful punches when they attack you but fail to hit. Req You must have a hand free. Eff Until the stance ends, you can make the following attack. · Trig An enemy adjacent to you misses you with a melee attack · Req You must have a hand free. · Atk Str vs AC (unarmed) · Hit Str + Dex dmg, and you knock tgt prone. |
| DLY | Relentless AssailantFighter Attack 19 · MPStd Melee wpnHealing, Invigorating, Martial, Reliable, WeaponTgt One creature | You get a boost out of pummeling your opponent. Atk Str vs AC · Hit 4[W] + Str dmg, and you can spend a healing surge. |
| DLY | Smash and GrabFighter Attack 19 · MPStd Melee wpnInvigorating, Martial, Reliable, WeaponTgt One creature | Your hammering blow distracts your enemy long enough for you to obtain a crushing hold. Req You must have a hand free. · Atk Str vs AC · Hit 3[W] + Str dmg, and you grab tgt. Each time you sustain the grab, tgt takes 1[W] + Str dmg. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. |
| DLY | Hard to KinFighter Utility 22 · MP2Minor PersMartial, Stance | The tougher the battle becomes. the harder you]lB/lt. You shnlg off minor wounds and resist even the worst effects. Eff Until the stance ends, you gain a pwr bonus to saving throws = Wis, and while you are bloodied you gain resistance to all dmg equal to 5 + Con. |
| DLY | Howl of DefianceFighter Utility 22 · MPImm React Close burst 5Fear, MartialTgt Each enemy in burst you can see | You respond to pain with a lionhearted shout and wild-eyed watchfulness. Trig An enemy damages you with a melee attack · Eff Tgt is marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one. Until this mark ends, tgt grants CA to you. |
| ENC | Inspired ResurgenceFighter Utility 22 · MPFree PersHealing, Martial | Flush with success, you take a deep breath and relocate for your next attack. Trig An enemy marked by you is reduced to 0 HP · Eff You can spend a healing surge and shift 3 sq. |
| AW | Instant GetawayFighter Utility 22 · MP2Minor PersMartial | You qUickl)’ try to shake off whatever’s holding you. Eff You can make an escape attempt, or you can make a saving throw against an effect that immobilizes or re strains you and that a save can end. |
| DLY | Prescient ShieldFighter Utility 22 · MP2Minor PersMartial, Stance | YOII appear to raise YOllr shield to block your foes’ attacks even before the creatures swing. Req You must be using a shield Eff Until the stance ends, whenever an enemy adjacent to you hits you, you can gain a bonus to AC and Reflex against the attack = Wis as an immediate interrupt. |
| DLY | Steadfast StanceFighter Utility 22 · MPMinor PersMartial, Stance | Standing resolutely, you let nothing cause you to falter. Eff Until the stance ends, when an attack causes you to take an effect that a save can end, you can make a saving throw against that effect as an immediate reaction. |
| DLY | Surprising FinishFighter Utility 22 · MP2Free Melee 1MartialTgt The enemy you released | As you release your 8rip on a foe, ),011 smash YOllr hand into its face, sending the creature reelinB’ Trig You stop grabbing an enemy · Eff You knock tgt prone, and tgt is dazed (save ends). |
| ENC | Undeniable ChallengeFighter Utility 22 · MP2Minor Melee 1MartialTgt One or two creatures marked by you | You call a creature out. and it has 110 choice except to focus its attention on you. Eff Until EONT, tgt cannot make any attack that does not include you as a target. |
| DLY | UnyieldingFighter Utility 22 · MPImm React PersHealing, Martial | Pain just goads you to greater heights of heroism. Trig You are hit by an attack · Eff You spend two healing surges and restore your HP to their maximum value. Spec If you are a dragonborn, you also gain a +1 pwr bonus to attack rolls and all defenses until EONT. |
| DLY | Victor’s StanceFighter Utility 22 · MPMinor PersHealing, Martial, Stance | You gain a surge of confidence and vigor each time a foe falls before you. Eff Until the stance ends, each time you reduce an enemy to 0 HP, you can use a free action to spend a healing surge, make a saving throw, or both. You gain a bonus to the saving throw = Wis. |
| ENC | Behemoth WrathFighter Attack 23 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One creature | You rush ),ourfoe and drive the creature to its knees with a pow erful blow. Atk Str vs AC · Hit 3[Wj + Str dmg. and tgt is dazed until EONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con, and you knock \~he target prone. · Spec When charging, you can use this power in pl’ace of a MBA. |
| ENC | Colossal StrikeFighter Attack 23 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One creature | You deal a mighty blow that sends your enemy staggerillg. Atk Str vs AC · Hit 4[W] + Str dmg, and you push tgt a number of sq = Con. Wpn If you’re wielding an axe, a hammer, or a mace, you also knock tgt prone. |
| ENC | Crippling SmashFighter Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | You thrash your opponent, leaving him barely able to move. Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is slowed and weakened until EONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con, and you knock tgt prone. |
| ENC | Gut PunchFighter Attack 23 · MP2Imm React Melee touchMartial, WeaponTgt The triggering enemy | Your weapon is busy parry inB the enemy’s attacks, so you smash your fist into its vitals. Req You must have a hand free. · Atk Str vs Fortitude (unarmed) · Hit , [W] + Str dmg, and tgt is immobilized and weakened until the end of its next turn. Trig An enemy misses you with a melee attack |
| ENC | Harrowing HammerFighter Attack 23 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | Your weapon crashes down on your adversary, forcing nearby enemies to acknowledge the threat you pose. Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 4[W] + Str dmg, and each enemy adjacent to tgt is marked until SONT. Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals extra dmg = Con. |
| ENC | Meticulous StabFighter Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | Your precision allows you to strike at a tiny hole in your foe’s armor. Atk Str vs Reflex · Hit 3[W] + Str dmg. Wpn If you’re wielding a spear or a light blade, the attack deals extra dmg = Dex. · Spec When making an OA, you can use this power in place of a MBA. |
| ENC | Opportunist’s TrapFighter Attack 23 · MP2Opp Melee wpnMartial, WeaponTgt One creature | Your first foray aBainst the enemy is ruse, ripening the foe for subsequent attacks. Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg. Eff Make a secondary attack against tgt. 2° Atk Str vs AC (off-hand weapon) · Hit , [W] + Str dmg. Eff Until EONT, you can make the following attack against tgt. · Trig Tgt makes an attack roll Eff Before your attack, you shift your speed. · Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg, and you knock tgt prone. |
| ENC | Smashing HammerFighter Attack 23 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Swinging from high to low, you build momentum as you smash into each foe. Atk Str vs AC. You gain a +1 cumulative bonus to the attack roll against each target after the first. · Hit 2[W] + Str dmg. Wpn If you’re wielding an axe or a hammer, the attack deals extra dmg = Con. |
| ENC | Trollclaw GripFighter Attack 23 · MP2Std Melee wpnMartial, WeaponTgt One creature | You follow a hard cut from your weapon \\\\lith an attempt to seize a nearby enemy in a debilitating 8rip. Req You must have a hand free. · 1° Atk Str vs AC · Hit 3[W] + Str dmg. Eff Make a secondary attack against tgt. 2° Atk Str vs Reflex (unarmed) · Hit 1[W] + Str dmg, and you grab tgt. Tgt grants CA until the grab ends. |
| ENC | Turnabout RiposteFighter Attack 23 · MPImm Intr Melee 1Martial, WeaponTgt The triggering enemy | You make a quick parry on your ally’s behalf, take a swift jab at his assailant, and then spin into a new position. Atk Str vs AC · Hit 2[W] + Str dmg, and you can shift 2 sq and must end adjacent to tgt. Trig An enemy adjacent to you hits an ally with a melee attack · Eff The ally takes only half dmg from the triggering attack. |
| ENC | Weaponmaster’s LureFighter Attack 23 · MPStd Melee wpnMartial, WeaponTgt One creature | You make a passing attack, throwing your foe off balance. With a shove, you send him stumbling away as you switch positions with him. Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 2[W] + Str dmg per attack. If one attack hits, you can swap places with tgt. If both attacks hit, you can swap places with tgt and slide it 3 sq. If you have CA against tgt, each attack deals extra dmg = Dex. |
| DLY | [Name missing in source]Fighter Attack 25 · MPStd Melee wpnMartial, WeaponTgt One creature | You brutalize your enemy and take heart from your prowess. Atk Str + 2 vs AC · Hit 5[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 | Ballista ChargeFighter Attack 25 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | Like a bolt fired from a ballista, you hurtle forward, transfixing your foe. 1° Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is immobilized (save ends). Make a secondary attack against tgt. · Wpn If you’re wielding a spear, tgt is also dazed (save ends). 2° Atk Dex vs Fortitude · Hit 2[W] + Dex dmg, and you knock tgt prone. Spec When charging, you can use this power in place of a MBA. |
| DLY | Blinding ProvocationFighter Attack 25 · MP2Std Melee wpn. Martial, WeaponTgt One creature | You open a bleeding cut that obscures your enemy’s vision. You thetlBoad your siBlltlessfoe illto attacking blindl)( Atk Str vs AC · Hit 4[W] + Str dmg, and tgt is blinded (save ends). Until tgt is no longer blinded, whenever it misses with a melee attack, you can slide tgt’ sq as an opportunity action, and tgt then makes a MBA against one creature of your choice as a free action. Miss Half dmg, and tgt is blinded until EONT. |
| DLY | Deft CounterattackFighter Attack 25 · MP2Imm React Melee wpnMartial, Reliable, WeaponTgt The triggering enemy | You intercept the foe’s weapon with such force that it becomes stuck in your sltield. You then deliver a stinging counterattack. Req You must be using a shield. · Atk Str vs AC · Hit 5[W] + Str dmg, and tgt drops one weapon it is wielding. You can choose to catch the dropped weapon in a free hand or have it land on the ground at your feet (in your sq). Tgt grants CA to you (save ends). Trig An enemy misses you with a melee attack |
| DLY | Earthquake SmashFighter Attack 25 · MPStd Melee wpnMartial, Reliable, Weapon | With a thunderous blow, you beat your adversary to the ground and send shock waves through the earth. Those waves toss other enemies aside. 1° Tgt One creature · 1° Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is knocked prone and dazed until EONT. Make a secondary attack. · Wpn If you’re wielding an axe, a hammer, or a mace, the primary attack deals extra dmg = Con. 2° Tgt Each enemy within 2 sq of the primary target · 2° Atk Str vs Fortitude · Hit Str dmg, and you knock the secondary target prone. |
| DLY | Hammering PommelFighter Attack 25 · MP2Std Melee wpnMartial, WeaponTgt One creature | You strike with your weapon and then use the weapon’s pommel to knock your opponent backward, rattling its senses. Req You must have a hand free. · Atk Str vs AC · Hit 4[W] + Str dmg, and you push tgt 3 sq. Tgt is stunned (save ends). Miss Half dmg, and you push tgt 1 sq. Tgt is stunned until EONT. |
| DLY | Hold at BayFighter Attack 25 · MP2Std Melee wpnMartial, WeaponTgt One creature | You hack at your foe and then seize hold of it, prevelltillg the creature from attackillg effectively. Req You must have a hand free. · 1° Atk Str vs AC · Hit 5[W] + Str dmg. Make an unarmed secondary attack against tgt. 2° Atk Str vs Reflex (unarmed) · Hit You grab tgt. In addition to the normal effects of a grab, tgt is restrained until the grab ends. · Miss Half dmg. |
| DLY | Impaling KnockdownFighter Attack 25 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature | You knock your foe to the wound and driveyour weapon into itsgut. Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 3[W] + Str dmg, and you knock tgt prone. Make a secondary attack against tgt. 2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg, and ongOing 1 5 dmg (save ends). |
| DLY | Marking BarrageFighter Attack 25 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | With a volley of precise attacks, you wound nearby adversaries, showing them that this fight will end badly for them if they fail to take you down quickly. Atk Str vs Reflex · Hit 4[W] + Str dmg. If you have CA against tgt, the attack deals extra dmg = Dex. Eff Tgt is marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one. Miss Half dmg. |
| DLY | Ruthless SlaughterFighter Attack 25 · MPStd Melee wpnMartial, Reliable, WeaponTgt One bloodied or prone creature | Without pity, you butcher a foe already at a disadvantage, provoking your other enemies. Atk Str + 2 vs AC · Hit 6[W] + Str dmg. Eff Each enemy within 3 sq of you, other than tgt, is marked until EONT. If the attack reduced tgt to 0 HP, those enemies are instead marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one. |
| DLY | Transfixing ProvocationFighter Attack 25 · MPStd Melee wpnMartial, WeaponTgt One creature | Your remorseless and skilled attack wounds flesh and confidence, giving you a lasting edge against your enemy. Atk Str vs AC · Hit 6[W] + Str dmg. Eff Tgt is marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one. Until this mark ends, tgt grants CA to you. Miss Half dmg. |
| ENC | Blinding CutFighter Attack 27 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your first attack causes your foe to double over in pain, allowing you to attack its eyes. Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 3[W] + Str dmg, and tgt grants CA to you until EONT. Eff Make a secondary attack against tgt. 2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg. If you have com bat advantage against tgt, it is blinded until EONT. |
| ENC | Blood RushFighter Attack 27 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | Filled with bloodlust, you leap into the thick of battle. Atk Str vs AC · Hit 4[W] + Str dmg. If tgt is bloodied when you make the attack, the attack deals extra dmg = Con. Spec When charging, you can use this power in place of a MBA. |
| ENC | Coward’s RewardFighter Attack 27 · MPImm React Ranged 5Martial, WeaponTgt The triggering enemy | You fling your weapon at the retreating foe, hobbling him as he tries to get away. Req You must be wielding a melee weapon. · Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is immobilized until EONT. Your weapon falls into a sq of your choice adjacent to tgt. Trig An enemy marked by you leaves an adjacent sq |
| ENC | Desperate StrikeFighter Attack 27 · MPStd Melee wpnMartial, WeaponTgt One creature | You strike wildly, frantic to finish off your opponent. Atk Str vs AC · Hit 5[W] + Str dmg, and you take a –2 penalty to attack rolls until EONT. Spec If you are a human, the attack deals extra dmg = Wis. |
| ENC | Dual-Weapon SupremacyFighter Attack 27 · MPStd Melee wpnMartial, WeaponTgt One creature | You land two vicious blows on your enemy, gaining a rush of confidence from the proof of your style’s superiority. Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 2[W] + Str dmg per attack. If both attacks hit, tgt grants CA to you for the first attack you make against it before EONT. |
| ENC | Gash and GoadFighter Attack 27 · MP2Std Melee wpnMartial, WeaponTgt One creature | A powerful blow attracts your foe’s attention. When you move offand taunt the creature. it chases you. Atk Str vs AC · Hit 41W] + Str dmg. Eff After the attack, you shift 3 sq. If you hit tgt, you pull it adjacent to you. |
| ENC | Invigorating FuryFighter Attack 27 · MP2Std Close burst 1Invigorating, Martial, WeaponTgt Each enemy in burst you can see | With a roar, you let out ajlurry ofattacks that invi80rates you. Atk Str vs AC · Hit 3[W] + Str + Con dmg. |
| ENC | Spinning Death StrikeFighter Attack 27 · MPStd Melee wpnMartial, Weapon | You slash forward, and then bring your weapon around in a deadly arc. Req You must be wielding a two-handed weapon. · 1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg. Make a secondary attack. 2° Tgt Each enemy within 1 sq of you · 2° Atk Str vs AC · Hit 1[W] + Str + Dex dmg. |
| ENC | Stabbing TorrentFighter Attack 27 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | You roil like a storm cloud, raining sharp blows on all enemies foolish enough to stand in your shadow. Req You must be wielding a light blade. · Atk Str vs AC. If you’re wielding two melee weapons, you can attack each target with both your main weapon and your off-hand weapon. · Hit 1[W] + Str dmg. If you have CA against tgt, the attack deals extra dmg = Dex. |
| ENC | Wrenching AssaultFighter Attack 27 · MP2Std Melee wpnMartial, WeaponTgt One creature | Your weapon strikes your enell1Y and sends it spinning, leaving you free to 1I10ve in and 8rapple. Req You must have a hand free. · Atk Str vs AC · Hit 4[W] + Str dmg, and you slide tgt 1 sq to a sq adjacent to you. You grab tgt, and tgt drops one weapon it is wielding. You can choose to catch the weapon in a free hand or have it land on the ground at your feet (in your sq). If tgt is not wielding a weapon, it instead grants CA to you until EONT. The grab ends automatically at EONT. |
| DLY | Avalanche of SteelFighter Attack 29 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | You crash forward with the unrelenting fury of a landslide, letting your weapon be your guide and having no concern other than burying your foe. Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 8[W] + Str dmg. Eff You grant CA to all enemies until SONT. Miss Half dmg. · Spec When charging, you can use this power in place of a MBA. |
| DLY | Blade StormFighter Attack 29 · MPStd Melee wpnMartial, WeaponTgt One creature | You weave through your foes, your weapon flashing as you strike through their ranks. Atk Str vs Reflex · Hit 3[W] + Str + Dex dmg, and tgt is dazed (save ends). Eff You can shift 3 sq and repeat the attack against a second target. You can then shift 3 sq and repeat the attack against a third target. Miss Half dmg, and tgt is not dazed. |
| DLY | Cascading Catapult SlamFighter Attack 29 · MPStd Melee wpnMartial, Weapon | The brunt of your mighty swing sends your enemy bowling into another foe. Req You must be wielding a two-handed weapon. · 1° Tgt One creature · 1° Atk Str vs Fortitude · Hit 4[W] + Str dmg, and you push tgt a number of sq equal to 1 + Con and knock it prone. Then make a secondary attack. 2° Tgt One creature adjacent to the primary target · 2° Atk Str vs Fortitude · Hit 1d10 + Str dmg, and you push the secondary target 2 sq and knock it prone. Then repeat the secondary attack against a creature adjacent to the secondary target. · Miss Half dmg, you push tgt 1 sq, and no secondary attack. |
| DLY | Catastrophic FlurryFighter Attack 29 · MPStd Melee wpnMartial, WeaponTgt One creature | You become a tempest of violence, launching a barrage of lightning-fast attacks. Atk Str vs AC, three attacks · Hit 2[W] + Str dmg per attack. If you hit twice, you deal 1d10 extra dmg to tgt. If you hit three times, you instead deal 2d10 extra dmg to tgt. Miss Half dmg per attack. |
| DLY | Debilitating BashFighter Attack 29 · MP2Minor Melee 1MartialTgt One creature | YOII deliver a series of shield bashes that keepsyour enemy on the defensive and prevents itfrom unleashing any skilled auacks. Req You must be using a shield. · Atk Str + 6 vs Fortitude · Hit 6d6 + Str dmg, and you push tgt a number of sq = Str. Tgt can use only basic attacks to attack (save ends). Miss Half dmg, and tgt can use only basic attacks to attack until EONT. |
| DLY | Exhilarating AssaultFighter Attack 29 · MP2Std Melee wpnHealing, Martial, WeaponTgt One creature | You rush at the enemy.feeling afierce exhilaration that allows you 10 ignore your wounds. Atk Str vs AC · Hit 3[W] + Str dmg, and you can spend a healing surge. Eff You can make a saving throw against each effect on you that a save can end. Until the end of the encounter, you have regeneration 15 while you are bloodied. Spec When charging, you can use this power in place of a MBA. |
| DLY | Mortal WoundFighter Attack 29 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | You open your up foe, unleashing a fountain of vitality from the wound. Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 20 dmg (save ends). Until tgt saves against this ongoing dmg, tgt has a –2 penalty to saving throws. |
| DLY | Neck SnapFighter Attack 29 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature | After a wicked slash from your weapon, you seize ),our foe’s throat and II)’ to snap its neck. Req You must have a hand free. · 1° Atk Str vs AC · Hit 2[W] + Str dmg, and you grab tgt. Tgt is restrained until the grab ends. You can make the following secondary attack against tgt as a standard action or as an immediate interrupt when tgt attempts to escape the grab. 2° Atk Str vs Fortitude (unarmed) · Hit 6[W] + Str dmg, and the grab ends. · Miss 4[W] + Str dmg, and the grab ends. |
| DLY | Savage ButcheryFighter Attack 29 · MP2Std Melee wpnInvigorating, Martial, WeaponTgt One, two, or three creatures | You hack your enemies to pieces with a savagl’ series ofbrulal cuts. Atk Str vs AC · Hit 2[W] + Str dmg. Miss Half dmg. · Wpn If you’re wielding an axe, a hammer, or a mace, the attack deals 1[W] extra dmg against prone targets. |
| DLY | Sudden OnslaughtFighter Attack 29 · MP2Free Melee 1Martial, WeaponTgt The triggering enemy | When your ally lands a telling blow,)’OU sense opportunity. You quickly leap in tofinish off the foe. Trig An enemy within 2 sq of you is bloodied by your or your ally’s attack or suffers a critical hit from you or your ally Eff You shift your speed to a sq adjacent to the triggering enemy. · Atk Str vs AC · Hit 51[W] + Str dmg, and tgt is dazed and weakened (save ends both). · Wpn If you’re wielding an axe, a hammer, a mace, or a pick, you also knock tgt prone. · Miss Half dmg, and tgt is dazed and weakened until EONT.. - ’-.-.-’–’-.-’–.-’-.-.\~.-.-.-.-.–.-.\~.-.- |
| DLY | Titan’s HammerFighter Attack 29 · MPStd Melee wpnMartial, WeaponTgt One creature | Your blow hits with ungodly force, knocking the sense out of your foe. Atk Str vs Fortitude · Hit 3[W] + Str dmg, and tgt is stunned (save ends). Wpn If you’re wielding a hammer, the attack deals extra dmg = Con. · Miss Half dmg, and tgt is dazed (save ends). · Spec When charging, you can use this power in place of a MBA. Note: The giantslayer, a paragon path open to fighters as well as rangers, is described on page 62. |
At 11th level a fighter may take one of these paragon paths. The Player’s Handbook fighter paragon paths are not included in the source files.
“Justice is hard to come by. I’m here to make sure you pay for your crimes!”
Beyond a few safe havens, the world is an unforgiving land filled with cruelty, terror, and profound evil. The blameless are slaughtered and the works of civilization are torn down, sometimes in a bid for conquest, but just as often out of sheer brutality. Destructive monsters regularly leave behind survivors, and a few of these take up the sword or the axe. These brave souls seek not to put past wrongs right, but to prevent others from suffering as they have, and to slake a thirst for vengeance. In this way, heroism is often forged in darkness. At some point in your life, your course was set, your path laid before you. Maybe your career as a grim hero began the moment you or those close to you fell victim to a fate you were powerless to prevent—your life forever changed by one act of depravity. Perhaps instead, as you have adventured, you’ve witnessed too many appalling acts, seen too many innocents buried, or found wickedness in too many shadows. Whatever the case, you now see yourself as the only one who can stand between the helpless few and the predatory hordes. You know no respite exists for those who would protect the weak. Even so, you willingly take on that task. As an avenging slayer, your brutal efficiency makes you a menacing figure no enemy can safely ignore. You strike fear into your enemies to protect your allies and those who have less power than you. You punish corruption with merciless retribution, defining yourself as a righteous executioner.
| ENC | Comeuppance StrikeAvenging Slayer Attack 11 · MPStd Melee wpnMartial, Rattling, Weapon | With an indignant roar and a brutal hit, you wound your enemy and force others to cower before your might. 1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg. Make a secondary attack. 2° Tgt Each bloodied enemy within 2 sq of the primary target · 2° Atk Str vs Will · Hit Tgt takes a –2 penalty to all defenses until EONT. |
| DLY | Looming JusticeAvenging Slayer Utility 12 · MPMinor PersFear, Martial, Stance | You take on an aspect of menace, forcing your enemies where you want them with a fierce look. Eff Until the stance ends, whenever an enemy marked by you makes an attack that doesn’t include you as a target, you can slide the enemy 1 sq as an immediate reaction. |
| DLY | Ruthless OutburstAvenging Slayer Attack 20 · MPStd Close burst 1Martial, Rattling, WeaponTgt Each enemy in burst you can see | You lay about with pitiless blows, leaving those you strike bleeding and traumatized. Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 5 dmg (save ends). If tgt is bloodied by this attack, tgt takes a –2 penalty to attack rolls (save ends). Miss Half dmg, and no ongoing dmg or penalty to attack rolls. NEW PARAGON PATHSNEW PARAGON PATHS |
Hellfire and steel are my weapons against darkness.
You’re both a warrior and a warlock, steeped in the martial lore of the Nine Hells. You might have learned the sinister techniques of this path from another practitioner, from forbidden tomes guarded in brooding monasteries, or from the infernal patrons who answer your call when you dabble in the warlock’s craft. Regardless of how you came to follow this path, you wield the power ofan infernal pact; what you choose to do with your dark gift is up to you. As an Avernian knight, you combine the power of a warlock’s pact with exceptional skill at arms, weaving sinister spells into your weapon. In battle, you call upon your spells to scour your foes with infernal curses and punish them severely when they ignore your challenge. Orders of Avernian knights are found in the Nine Hells and in other places where devils hold sway. Most who wield the power of the Nine Hells do so at the cost of their souls and are irrevocably sworn to the service of evil. However, you need not choose evil to follow this path. Sometimes good heroes succeed in turning the power of evil against itself, finding a way to withstand the taint of the dark powers.
| ENC | Curse StrikeAvernian Knight Attack 11 · MP2Std Melee wpnArcane, WeaponTgt One creature | Your strike delivers a dark curse, debilitatingyour foe and lendillg power to your next attack. Atk Str vs Will · Hit 2[W] + Str dmg. Until EONT, tgt takes a -2 penalty to attack rolls, and your weapon attacks against tgt deal 2d6 extra dmg. |
| ENC | Avernian ChallengeAvernian Knight Utility 12 · MP2Move PersArcane, Teleportation | You teleport a short distance and challellge nearby enemies. Eff You teleport 5 sq and then mark each enemy adjacent to you until EONT. |
| DLY | Hellforged BladeAvernian Knight Attack 20 · MP2Std Close burst 1Arcane, Fear, Fire, WeaponTgt Each enemy in burst | RUlles ofredfire begill810wing 011 your weapon. Each foe you strike bursts illtoflame and is assailed by supernatural dread. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is marked, takes a -2 penalty to all defenses, and takes ongoing 10 fire dmg (save ends all). Miss Half dmg, and ongOing 5 fire dmg (save ends). |
“All things die, friend. It’s my job to make sure you do, too.”
Countless fighting styles issue from dedicated masters—unimpeachable figures who devote their lives to perfecting combat maneuvers that are carried onto the battlefield by their disciples. But not all techniques evolve from the teachings of these paragons of the warrior’s art. Some methods come from origins far less noble. The path of the dread reaper is one such shadowy road. According to legend, the first dread reaper was Gulkanon, a human paladin of the Raven Queen, stripped of his station and power for offending his god. Even without the connection to the deity he had long revered, Gulkanon was unwilling surrender his place as her champion. He turned to a new avenue of military study, building upon the techniques of savage and fell races in the world—orcs, goblins, ogres, and trolls. He took the crude strokes of these brutish creatures and refined them, developing a range of exploits that focused his strength into a vehicle of appalling carnage. As he grew more confident in his newfound skills, he took the title “dread reaper.” He set out to send souls to his estranged patron in hopes of rekindling the bond that had been broken. Whether he succeeded is lost to time, but his legacy remains. Some dread reapers serve the Raven Queen, and small cults of such warriors can be found who are willing to train promising candidates. Others who have this training, however, lack the will or discipline to find true favor with the god. A few stretch her tenets to accommodate their own excesses. The Raven Queen’s vigilant servants have been known to hunt and slay the worst of those offenders. Whether you had an affinity for death-dealing or found inspiration in the actions of another, you turned to the techniques of the dread reaper. The training offers you a special array of fighting maneuvers that emphasize your already impressive proficiency with two-handed weapons. Your training transformed you from a competent warrior to a terrifying force of destruction. Rather than minding your defenses, you favor wreaking havoc in combat. Enemies can’t help but notice your destructive potential and ignore you at their peril. You can perform astonishing attacks, sweeping through your foes and laying them open with your steel.
| ENC | Reaping LungeDread Reaper Attack 11 · MPStd Melee wpn + 1 reachMartial, WeaponTgt One creature | You make a long swing at your adversary, and your solid attack sends a clear message about the threat you represent. Atk Str vs AC · Hit 2[W] + Str dmg. Until SONT, if tgt makes an attack that doesn’t include you as a target, you can shift 1 sq and make a MBA against tgt as an immediate interrupt. Wpn If you’re wielding a two-handed weapon, the attack and the MBA both deal extra dmg = Con. |
| ENC | Reaper’s WarningDread Reaper Utility 12 · MPMinor Close burst 2MartialTgt Each enemy in burst you can see | Sweeping your weapon in a threatening arc, you force your foes to reassess their tactics. Eff Tgt is marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one. |
| DLY | Blood HarvestDread Reaper Attack 20 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Your series of vicious swipes leaves your enemies bleeding and in a bad spot. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt takes ongoing 5 dmg (save ends). If tgt moves on its turn, it cannot make a saving throw against the ongoing dmg. Wpn If you’re wielding a two-handed weapon, tgt instead takes ongoing 10 dmg (save ends). · Miss Half dmg, and no ongoing dmg. |
“You can’t slow me down, much less stop me.”
World-shaking battles were fought between the tieflings of Bael Turath and the dragonborn of Arkhosia. The deeds and exploits of those conflicts resound still in epic story and song. One such anthem is Lament of the Dreadnought, a somber song that recounts the final march of Jagannash the Unstoppable, a great dragonborn hero. A doughty warrior famed for his ability to fight on no matter the injuries he sustained, Jagannash accumulated a number of legends. He withstood the full fury of an angry blue dragon, shrugged off the lashes of a pit fiend’s whip, and even killed a tiefling warlock who had hurled him through Hell. The Lament, though, speaks of his final battle and all he achieved in the last offensive against the tiefling empire. Jagannash felled a full legion of devils, strangled their succubus sorceress commander with his bare hands, and hammered his way through the walls of a fortress. He was climbing the tower that housed the tiefling war room when the earth rebelled and swallowed the citadel and all within it. It is whispered that Jagannash fights there still, despite the centuries. Such is his resilience. It is from Jagannash’s example that other fighters who follow a similar creed take inspiration. The mind– body practices of these warriors are kept and taught by a few masters, dragonborn and otherwise. Some even develop these talents without formal training. As a dreadnought, you are an inexorable force of destruction. You turn aside weapons with nothing more than your force of will. Fire cannot touch you; lightning cannot blind you. The core of your might grows from your ability to detach your mind from your body, to disassociate yourself from the pain of your wounds and press onward to keep fighting when others would succumb. You attain this state through discipline and a commitment. All who attempt to stand against you are bound to fall.
| ENC | Inexorable AdvanceDreadnought Attack 11 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One or two creatures | You relentlessly pound through and past your foes. Eff You can shift 1 sq before each attack. · Atk Str vs AC, two attacks · Hit 1[W] + Str dmg per attack. · Wpn If you’re wielding an axe, a hammer, or a mace, the attacks deal extra dmg = Con. |
| DLY | Blood IronDreadnought Utility 12 · MPImm React PersMartial | Detaching your mind from your injuries, you ignore minor wounds for the rest of the battle. Trig You become bloodied · Eff You gain resist 5 to all dmg until the end of the encounter. |
| DLY | Line-Breaker AssaultDreadnought Attack 20 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | Your hammering strike knocks your foe where you want it and leaves it staggering. Atk Str vs Fortitude · Hit 3[W] + Str dmg, and you slide tgt to an adjacent space. Tgt is dazed (save ends). Eff You gain resist 5 to all dmg until SONT. |
“The wrath of Hell can’t move me, but I can hammer you into place!”
Your people defied the titans and giants. Unity has sustained them, and tenaciousness has upheld them; traditions preserving these values serve them well. They stand unmoved and unconquered, like the mountains, against orcs and goblins and dragons. Dwarf soldiers are unmatched in their fighting prowess and loyalty to one another. War stories hold that a single dwarf foot soldier is the match of any two warriors of another race and the same skill. Two such soldiers are worth five similarly skilled enemies. When the enemy forces are composed of little more than savages, dwarven armies break them like stone channels water. All the institutions of dwarven society have soldiers loyal to the cause. Doughty fighters serve king or lord, guild or business, deity or church, or a simple creed. A few serve the almighty coin, selling their time and axes for wealth. Time-honored fighting techniques teach a dwarf warrior to use his or her racial abilities to the fullest and to use fine weapons and heavy armor. When the dogs of war are loosed, dwarf soldiers hold the line. You are a master of dwarven fighting arts, relying on loyal allies as much as your own courage and resilience. Your expertise lies in defensive maneuvers and battle-line tactics. You know how to take advantage of holes in enemy lines. Allies come to rely on you as the center of the squad. They take heart in your steadfastness and your ability to break the defenses of your enemies. Dwarven Defender Features
| ENC | Press ForwardDwarven Defender Attack 11 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see | Knocking your enemies back, you step into the gap. Atk Str vs AC · Hit 1[W] + Str dmg, and you slide tgt 1 sq. You can then shift 1 sq into the space that tgt occupied. Wpn If you’re wielding an axe, a hammer, or a pick, the attack deals extra dmg = Con. |
| ENC | Forge-Fire HeartDwarven Defender Utility 12 · MPMinor PersMartial | By looking to your own defense, you instill adjacent allies with courage. Eff Until EONT, you gain a +4 pwr bonus to all defenses, and any ally adjacent to you gains a +2 pwr bonus to Will. |
| DLY | Keystone CollapseDwarven Defender Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature | Your strike hammers your foe and causes him to flail about, toppling nearby adversaries in the confusion. Atk Str vs AC · Hit 4[W] + Str dmg, and you push enemies adjacent to tgt 1 sq and knock them prone. Wpn If you’re wielding an axe, a hammer, or a pick, the attack deals extra dmg = Con. · Miss Half dmg, and you push enemies adjacent to tgt 1 sq. |
The aods look upon my moment ofalory and know envy.
You are a warrior of tremendous athleticism and skill. For you, battle is the ultimate competition-a contest in which your personal triumphs and deeds of daring will win you lasting glory. You measure your victories by the fame and recognition they bring you. Folks might say that you’re proud, vain, Or selfish, and that your hubris is an affront to the gods. You see nothing wrong in wanting to glorify the natural gifts the gods granted you or demonstrating to the world the rewards that can be won with courage, dedica tion, and skill. You value fame, honor, and the stories of your tri umphs over gold and other worldly treasures. You’re on the lookout for opportunities to add to your own growing fame, not through bragging about what you’ve done but by testing yourself against worthy foes and producing evidence of your victories. If you can’t fight the dragon on the village green, then at least you can bring back its head tied to your saddle horn to let everyone know that YOll bested the creature. You have little interest in dishonorable victories or foes beneath your station. Ifyou must give battle to unworthy enemies to protect innocent people, you might choose to set your own challe nge by 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 handsnow there’s a story.
| ENC | Charge to GloryGlorious Myrmidon Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | You barrel into your enemy, eaBer to draw firs! blood. Atk Str vs AC · Hit 2[W] + Str dmg. Effect You knock tgt prone. Spec When charging, you can use this power in place of a MBA. |
| ENC | Exult in VictoryGlorious Myrmidon Utility 12 · MP2Free PersHealing. Martial | nle 8’ory ofa hardJought victory sweeps away your fatinue when you defeat a worthyfoe. Trig You reduce an enemy to 0 hit pOints with a melee attack · Eff You use your second wind, and you gain a +1 bonus to attack rolls until EONT. |
| DLY | Moment of TriumphGlorious Myrmidon Attack 20 · MP2Minor PersMartial, Stance | You exhibit a level ofpure skill and resilience that few opponents can match, especially in sin81e combat. Eff Until the stance ends, you gain a +2 pwr bonus to attack rolls and to all defenses. In addition, enemies marked by you take a -4 penalty to attack rolls instead of a - 2 penalty for making an attack that doesn’t include you as a target. |
“Let my size fool you, and that’ll be your last mistake.”
The world is wide and wild, and the nomadic halflings are small folk. Deftness and quick wits have allowed them to survive nonetheless. As they have done so, they have come to rely on wily and daring warriors to protect them. Even settled halflings maintain a soldierly class to see to their interests among other, and larger, civilized folk. The fighting tradition of the halfling bounder favors halfling traits. Bounders are practiced in hit-and-run strategies and pack tactics. They spring about the battlefield, avoiding the attacks of their bigger enemies, striking from unexpected angles, and making harrying assaults. Bounders willingly lay down their lives to allow those they care for to survive and escape danger. Most wandering halfling clans have a number of bounders who serve as scouts. These warriors help keep the traveling band carefree—they put down dangers before the threat becomes dire. Able and willing halflings can easily learn the techniques of the bounder. More than a few put this expertise to use outside halfling communities, satisfying their natural curiosity while protecting friends and common folk. You are one such champion of the halfling people. A flashing blade in hand, you leap about, laughing as bumbling, oversized fools trip over themselves trying to stop you. You’ve learned to use your small size to see the battle from a different angle, enabling you to easily spot openings others miss, hounding your enemies and taking every advantage the battle offers. If your skill comes up short for some reason, your luck more than makes up for it. Halfling Bounder Features
| ENC | Too Close for ComfortHalfling Bounder Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | You and your biting blade stay on your enemy’s heels. Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, if tgt moves, you can move up to your speed as a free action, ending your movement adjacent to tgt. |
| DLY | Switching LeapHalfling Bounder Utility 12 · MPImm Intr Melee 1Martial, WeaponTgt The triggering ally | You throw your body in front of an incoming attack, knocking your ally out of the way. Trig An adjacent ally is hit by a melee attack · Eff You slide tgt 2 sq and can shift into the space tgt occupied. You become tgt of the triggering attack. |
| DLY | Quicksilver LungeHalfling Bounder Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature | Spotting a weak point, you quickly lunge and strike. Atk Str vs Reflex · Hit 4[W] + Str dmg. Miss Half dmg. · Spec When charging, you can use this power in place of a MBA. |
“The fury of the dragon seethes in my blood!”
Dragonborn issue from the same spiritual line as mighty dragons. Since the earliest days, dragonborn have nurtured their raw fury into a fighting spirit and a proud martial tradition. The empire of Arkhosia formed from these roots, and it expanded at times based as much on the power of its military force as on its civilizing influence. In Arkhosia, dragonborn served dragons in numerous capacities, from vizier to archmage, oracle to valet. The most important roles performed by dragonborn, however, were as agents in a dangerous world or as defenders of the homeland. Soldierly ways passed through the generations, as did the ability to tap one’s inner draconic nature. Particular dragonborn masters hone body, mind, and spirit through martial practice to perfectly tap into the inner dragon. Some come to this knowledge on their own; others gain it from teachers eager to train younger dragonborn in ancient traditions. Only a few master the techniques well enough to become legendary heroes or villains. Whatever your personal history, the untamed blood of dragons flows in your veins. Your veneration of your warrior ancestors has manifested as a supernatural tie to this heritage. You hear the call of the dragon within. Its ferocity courses through you. Woe to those who harm you, for the shedding of your blood rouses the ire of your draconic heart. Inner Dragon Features
| ENC | Dragon BlastInner Dragon Attack 11 · MPImm React Close blast 3MartialTgt Each creature in blast | As a wound opens, your boiling blood blinds nearby enemies. Atk Con + 4 vs Reflex Increase to Con + 6 vs Reflex at 21st level. · Hit 2d6 + Con dmg, and tgt is blinded until EONT. Trig An attack damages you |
| DLY | Ancestral ManifestationInner Dragon Utility 12 · MPMinor PersMartial | Drawing vitality from your draconic legacy, you channel the blood rage of your ancestors. Req You must not be bloodied. Eff Your HP fall to your bloodied value, and you gain temp HP equal to the HP you lost by using this power. Until you have no temp HP, you gain resistance to all dmg = Con. |
| DLY | Dragonbreath StrikeInner Dragon Attack 20 · MPMinor PersMartial, Stance | Each time you swing your weapon, you release a blast of your dragon breath. Eff Until the stance ends, when you deal dmg with a melee attack against an adjacent enemy, the attack deals extra dmg = Con. The extra dmg is the same dmg type as your dragon breath. |
Aawession is the key to victory. Get in there and start mix ina it up while your enemy is still tryina to decide ifit wants to fiaht or not. Hesitation is a luxury we can’t afford.
You are a battle-tested master of the lronstar combat style. You wield a mace or a flail as easily as a grace ful elf duelist wields a rapier; in your hands, these cruel weapons are as light and quick as willow switches. You have spent countless hours attaining the necessary balance, concentration, and intuition to use these 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 tech nique, you have absorbed the attitude and mind set of the Ironstar masters. Your chosen style is more than pure strength and savagery. You recognize that fearlessness, intimidation, and aggression are weap ons every bit as important as the maces or flails you wield. Warriors of different races and lands have devel oped techniques similar to yours, but none have studied them more carefully-or practiced them more fiercely-than the dwarf masters who originated the Ironstar technique. You have learned from their teachings and become a fierce and tough-minded warrior. You are the first to charge into the fray and the last to leave it. Enemies do well to fear you.
| ENC | Devastating SmashIronstar Mauler Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | You deal a powerful blow that leaves your foe open to your al lies’ attacks. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is dazed and slowed until EONT. |
| DLY | Ironstar StanceIronstar Mauler Utility 12 · MP2Minor PersMartial, Stance | You aain extra viaor as lona as the battle raaes. Eff Until the stance ends, if you have no temp HP at the start of your turn, you gain temp HP equal to 5 + Con. |
| DLY | Crushing FuryIronstar Mauler Attack 20 · MP2Std Close burst 1Martial, Weapon | You batter your l1earby enemies with overpowerina blows. Each hit drives an enemy back into its allies, dazing them Loo. 1° Tgt Each enemy in burst · 1° Atk Str vs AC · Hit 3[W] + Str dmg, you push the primary target 1 sq, and the primary target is dazed and slowed (save ends both). Make a melee secondary attack. 2° Tgt One creature adjacent to the primary target that was not in the burst of the primary attack · 2° Atk Str vs Fortitude · Hit The secondary target is dazed until EONT. · Miss Half dmg, and the primary target is slowed (save ends). |
“Nerath might have fallen, but the need for just warriors who abide by a code of honor remains still.”
In this age of darkness, covered by the shadow of fallen empires, never has there been a greater need for those who champion the causes of the innocent. Not since the fall of Nerath has a coherent force of warriors been guided by honor and justice in all that they do. Bold knights who fought for King Elidyr of Nerath are long lost, and the honor code to which they adhered is a curiosity of history to most. However, some see the need for such nobility today, and they try to live up to the standards set by righteous soldiers long dead. These modern fighters name themselves the knight protectors. Some of those who call themselves knights could equal Nerath’s storied fighters in might and zeal. Without a code, though, who can say with certainty if the new knights can match bygone honor? Without a fellowship, how can like-minded individuals work toward similar ends and police their own? Indeed, a number of those who claim to be knights—and even a few who call themselves knight protectors—are anything but counterparts to the admirable warriors of old. Far too many use their self-claimed title for profligate or brutal gain. A loose confederation of knight protectors acts as an organization for those who claim this path. Its members are pledged to look out for one another and to keep the principles of the order. Courage, industriousness, respect, courtesy, and the glory of battle are all guiding principles. Those who fail to uphold these standards quickly find themselves at odds with other knight protectors. Taking up the sword and cloak of a knight protector, you see it as your task to emulate the knights of old. A warrior and something of a leader, you abide by the knight protector code for personal glory and out of respect for the past. In life, you strive to be noble, honest, and fair. When you and your comrades come under attack, you are at the forefront, testing and displaying your courage. Even if smaller minds mock you as an idealist, you know you fight with dignity and purpose.
| ENC | Protector’s StrikeKnight Protector Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature marked by you | You smite your chosen opponent, wreaking vengeance for its attack on an ally. Atk Str vs AC · Hit 3[W] + Str dmg. If tgt attacked any of your allies since the end of your last turn, the attack deals extra dmg = Wis, and tgt is dazed until EONT. |
| ENC | Knightly BulwarkKnight Protector Utility 12 · MPMinor Close burst 5MartialTgt One ally in burst you can see | At your beckoning, an ally uses you as a shield against danger. Eff Tgt can shift into a sq adjacent to you as a free action and gains a +2 pwr bonus to AC until SONT. |
| DLY | Blood JusticeKnight Protector Attack 20 · MPImm React Melee wpnMartial, WeaponTgt The triggering enemy | Your foe sends an ally staggering, and you instantly drive that enemy back with a devastating smite. Atk Str vs AC · Hit 5[W] + Str dmg, and you slide tgt 1 sq. You can shift into the space it occupied. Trig An adjacent enemy bloodies an ally with a melee attack · Eff The ally gains a +2 pwr bonus to AC until SONT. Miss Half dmg, and no slide. |
Swords are pretty, there’s no doubt ofit. But if you want to crack open plate armor or split a dra8on’s scales, you’l! need a weapon with more hittin8 power.
You are a well-traveled veteran, a pragmatic merce nary who has fought in a dozen dirferent lands. Along the way, you’ve come to appreciate 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. Wher ever 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 for the next bag of gold. You might be motivated by coin, or you could find yourselr drawn to a higher cause. Perhaps you pursue a calling as a wandering trainer, instructing castle guards and village militias in the effective use of their weapons. You might be a footloose traveler, searching for a worthy place or cause to serve with your martial skills. Or you might be a renowned troubleshooter, awaiting the next chance to test your skills against violent brigands or fierce marauders. You’re willing to slay monsters and dangerous beasts if that’s what needs to be done, but your true calling is to face enemies that have steel in their hands and prove your mastery over them.
| ENC | Arms Master ChallengeKulkor Arms Master Attack 11 · MP2Std Melee wpnMartial, Weapon | You lash Ollt at foes within reach, and then call out another enemy a short distance awa), 1° Tgt One creature · 1° Atk Str vs AC \$ · Hit 2[W] + Str dmg. w Eff Make a secondary attack. 2° Tgt One creature other than the primary target · 2° Atk Str vs AC · Hit 2[W] + Str dmg. Eff Choose one enemy within 5 sq of you other than the primary target or the secondary target. You mark that enemy until EONT. |
| ENC | Tempered in BloodKulkor Arms Master Utility 12 · MP2Free PersHealing, Martial | Calling upon years ofbrutal conditioning, youfight off the pain ofa wound with pure willpower. Trig You are bloodied by an attack · Eff After the attack is resolved, you use your second wind. |
| DLY | Subjugation of SteelKulkor Arms Master Attack 20 · MP2Std Close burst 1Martial, Reliable, WeaponTgt Each enemy in burst you can see | Spirming in a tight circle. you viciously attack the enemies sur rOllnding you. Atk Str vs AC · Hit 3[W] + Str dmg. and you knock tgt prone. |
“Victory is easier to achieve when your reach is longer.”
The versatile polearm is easier to manufacture than a sword, and often easier to use effectively. In its simplest form, the polearm is a longspear—a short blade on the end of a long shaft. Since reach is an advantage, even the humble longspear is an effective weapon in unpracticed hands. In the hands of a master, its deadliness can be unparalleled. More complex polearms offer even greater rewards on the battlefield and off. They combine the best aspects of spear and blade or axe, allowing the user control and damage unmatched by other weapons. It’s little wonder that whole units of soldiers use polearms in war, and that city watches use these weapons to protect citizens, as well as keep them in line. Because polearms are so common and easily crafted, learning to use one is part of most basic military instruction. Advanced skill isn’t so easy to obtain, but the trials of regular combat serve as well as, if not better than, the training ground. The ability to use a polearm against a variety of foes can seldom be learned through the rigors of soldierly education. Through your adventures, you have mastered the polearm. You prefer a weapon that extends your options and your reach, understanding that it’s better to keep monsters at a distance. With such a weapon at your disposal, you not only deal wounding blows to your adversaries and cut wide arcs through multiple foes, you also better protect your allies by commanding more of your surroundings. Polearm Master Features
| ENC | Leveraging StrikePolearm Master Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | You use your weapon to move your target where you want. Req You must be wielding a two-handed reach weapon. · Atk Str vs AC · Hit 2[W] + Str dmg, and you slide tgt a number of sq = Wis. Miss Half dmg, and no slide. |
| DLY | Reaching StancePolearm Master Utility 12 · MPMinor PersMartial, Stance, Weapon | You take a wide stance that allows you to lunge at careless foes. Req You must be wielding a two-handed reach weapon. Eff Until the stance ends, you can make OAs against enemies within your weapon’s reach. |
| DLY | Polearm SweepPolearm Master Attack 20 · MPStd Close burst 2Martial, WeaponTgt Each enemy in burst you can see | Whirling your weapon, you strike all foes within your reach. Req You must be wielding a two-handed reach weapon. · Atk Str vs AC · Hit 3[W] + Str dmg. Miss Half dmg. |
1 can see thaI you are eaaer to die, but you’ll have to wait until 1finish my drink.
You are a rakeheU duelist because you’re the best at what you do. With a weapon in each hand, you rely on fast footwork and skillful parries. You scorn combatants who need half an hour to strap on heavy armor before they can do battle. By the time other warriors are ready, you can dispatch three sets of opponents and two flagons of ale. Knowing that a fight is around the corner, you make sure you’re prepared and that you enjoy life while you can. You have won riches and fame by going up against deadly opponents. Although your talents have earned you the means to retire to a life ofluxury, you find that your pu rsuit of the good life seems to end up causing fights. For a rakehell duelist, that’s the pOint. Boasting, gambling, and courting the attractive and the wealthy is fun because it can result in being challenged to a duel. Your reputation attracts a constant stream of aspiring duelists seeking to test 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.
| ENC | Sly ChargeRakehell Duelist Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature | Rather than run into ),our waiting enem)1),ou.flick a small weapon at it first to distract it as ),ou rush in. Eff You charge and make the following attack in place of a MBA. If you’re wielding a light thrown weapon, you can make a RBA against tgt with that weapon as a free action before the charge. If the ranged attack hits, tgt grants CA to you until SONT. · Atk Str vs AC · Hit “1[W] + Str dmg. If you have CA against tgt, the attack deals extra dmg = Dex. |
| ENC | Main Gauche ParryRakehell Duelist Utility 12 · MP2Imm Intr PersMartial | Lesson twenty-three of the tempest (cchlliquea well-timed parry with a /iSht blade call save life and loin. Req You must be wielding two melee weapons, one of which is a light blade that has the off-hand property. Trig An enemy hits you with a melee attack · Eff You gain a +4 bonus to AC and Reflex until SONT. |
| DLY | Stay MobileRakehell Duelist Attack 20 · MP2Std Melee wpnMartial, WeaponTgt One creature | You d’lrt in to deliver a stinging blow to ),our l’nem)\\ then spring back out ofharm’s wa)( Atk Str vs AC · Hit 4[W] + Str dmg. Eff Until the end of the encounter, whenever tgt misses you with a melee attack, you can shift 1 sq as a free action. |
My hammer says that it and me are cominB in fast and BettinB what we camefor.
Prerequisite; Fighter, Ogremight Student feat Your arrival is heralded by the crash of splintering wood and the roar of a battle cry. When you smash through a door with a single swing of your massive weapon and barrel into the midst of your enemies, they dodge out of the way-if they’re wise. Ifbattle has taught you anything, it’s that weight plus momentum equals deadly force. When you set your bulk in motion, anyone smart knows to stay out of your way. Goliaths are famous for defending 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 force as a kill ing rain of rock and stone smashes that foe’s allies. Goliath legends tell of the first rampaging brute, Roglarok, who charged into the midst ofa company of hobgoblins beneath Tizun’s Halls. No one in his tribe could have defeated them single-handedly, but by drawing the defenders ofr, Roglarok allowed his allies to achieve a victory by sneaking in behind the distracted hobgoblins. Your tactics as a rampaging brute focus on charg ing in and tying up foes, keeping them away from the more frail members of your party. Your preferred weapon is a heavy weight at the end of a sturdy haft. You favor light armor or chainmail so that your charges can carry you farther into the heart of the battle. You’ll be hit frequently, but your fury will keep you fighting no matter how grievous your wounds become.
| ENC | Barreling SwingRampaging Brute Attack 11 · MP2Std Close burst 1Martial, WeaponTgt Each enemy in burst you can see | You rush through your foes, swinging your weapon ill sweeping arcs as you arrive in their midst. Eff You charge and make the following attack,in place of a MBA. When charging, you can move through enemies’ sq. · Atk Str vs AC · Hit 2[W] + Str dmg. · Wpn If you’re wielding a two-handed mace or a two handed hammer, the attack deals extra dmg = Con. |
| ENC | Tumbling TrampleRampaging Brute Utility 12 · MP2Free Melee 1MartialTgt The triggering enemy | YOII muscle aside enemies that stand between you and YOllr chosen foe. Trig You move out of a sq occupied by an enemy · Eff You push tgt 2 sq and knock it prone. |
| DLY | Brutal FuryRampaging Brute Attack 20 · MP2Free Melee wpnMartial, Reliable, WeaponTgt One creature | Seeinn on l.’ enemy fall beforeYOllr might stokes YOllr bloodlust. Trig You reduce an enemy to 0 HP Eff You charge and make the following attack in place of a MBA. · Atk Str vs AC · Hit 3[W] + Str + Con dmg. |
“For Kord!”
feature A ravager is the quintessential battlerager, a savage and fearless fighter. Such a warrior thrives on rage and bloodlust, literally chewing on a shield’s rim or weapon’s haft to diffuse wild energy when a promised clash is too long in coming. When combat is joined, a ravager rushes headlong into the fray, leaving a trail of bleeding foes and twitching corpses behind. You scoff at disciplined practice, romantic devotion to a code, and effete arms such as rapiers. A dedicated killer, you rely on the force of your weapon and the rush that battle gives you. Some might describe you as an uncultured lout, but you laugh at them as well. When they cower before the horrors of the night and the wild places, you stand fast, ready to whet your weapon on your enemies. Being a ravager means that every skirmish is a chance for blood and glory. It’s an opportunity to win fame, the favor of the gods, and maybe more than one form of immortality. You throw yourself into every fight as if it were your last, leaping fearlessly among your foes where you can wreak the most havoc. With your reckless bravery, you bring fame and honor to yourself, your people, your ancestors, and the gods who watch over you. And if the gods can’t be bothered—to Hell with them too.
| ENC | Driven Before YouRavager Attack 11 · MPStd Melee wpnInvigorating, Martial, WeaponTgt One creature | The savagery of your attack makes your enemies recoil. Atk Str vs AC · Hit 2[W] + Str dmg, and you push each enemy within 3 sq of you, other than tgt, 1 sq. |
| DLY | Blood-Soaked FuryRavager Utility 12 · MPImm React PersHealing, Martial, Stance | You pause, wipe the blood from your lips, and rush headlong back into the fight. Trig An enemy bloodies you with a melee attack · Eff Until the stance ends, you take a –2 penalty to all defenses, but you gain a +2 pwr bonus to melee attack rolls. Whenever you reduce an enemy to 0 HP, you regain HP = Con. |
| DLY | Marked SavageryRavager Attack 20 · MPStd Melee wpnInvigorating, Martial, Reliable, WeaponTgt One creature | Your vicious attack opens a gaping wound, and your focus on the enemy prevents him from tending to it. Atk Str vs AC · Hit 2[W] + Str dmg, and ongoing 15 dmg (save ends). Until tgt is not marked by you, it takes a –2 penalty to saving throws against the ongoing dmg. |
“The shield in my left hand speaks of my survival. With my sword, it whispers of your defeat.”
Storied history follows the shield, a warrior’s best friend and an implement of honor and identity in a fighter’s panoply. A stout shield can turn aside mundane swords and arrows, as well as monstrous venom sprays and dragon fire. Only a steadfast ally is better for covering the flank while you’re taking it to the enemy. Nothing is better to protect that ally. Throughout time, the use of the shield has defined military tactics. In phalanx formations, common among many folk, one soldier stands alongside another, each relying on a comrade’s shield for added protection. During a charge, a shield aids in pushing the enemy back or even down. Warriors in a unit of skilled shield bearers can place their shields together in an overarching arrangement, completely protecting all within the shield shell from outside attack. This is said to have originally been a dwarven trick, a “boulder formation.” The Arkhosian warrior-philosopher Khomagar said, “The shield is the law of the battlefield, protecting the soldier as lordly and righteous edicts protect the empire.” Phalanx fighters from many cultures suffer dishonor or worse for losing their shields in battle, since such a loss weakens the unit as a whole. Numerous peoples maintain a tradition of bringing dead warriors home on their shields, and burying a shield with its owner. Especially among dwarves, a broken shield is seen as a symbol of loss or corruption. The shield is even more important to a small-unit fighter who relies upon it to protect his or her few allies. To the wise soldier who fulfills such duties, a shield is as much a weapon as a defensive item. You know these facts well. Through your countless skirmishes, you have mastered the use of your one-handed weapon and shield. Such is your skill that those who pay too much attention to one of your armaments inevitably suffer punishment from the other. Shield Adept Features
| ENC | Sudden Shield BashShield Adept Attack 11 · MPImm Intr Melee 1MartialTgt The triggering enemy | Your foe chooses to ignore you, receiving a solid blow from your shield as thanks. Req You must be using a shield. · Atk Str + 4 vs Fortitude Increase to Str + 6 vs Fortitude at 21st level. · Hit Tgt is stunned until EONT. Trig An adjacent enemy marked by you shifts or makes an attack that doesn’t include you as a target |
| DLY | Shield WallShield Adept Utility 12 · MPMinor PersMartial, Stance | Readying your shield, you prepare to defend yourself and nearby allies from incoming fire. Req You must be using a shield. Eff Until the stance ends, you and allies adjacent to you gain cover against ranged and area attacks. |
| DLY | Reverberating ShieldShield Adept Attack 20 · MPImm React Melee 1MartialTgt The triggering enemy | You turn and shove your shield into your foe’s attack, causing a numbing vibration. Req You must be using a shield. Trig An adjacent enemy misses you or an ally with a melee attack · Eff Tgt is dazed and weakened (save ends both). |
“Move fast, people! And hit them hard!”
Nerath was a just nation, it is said, but it would be a lie to say that it was built solely through negotiation, the spread of knowledge, and cultural influence. No, as any historian can tell you, Nerath rose on the splintered shields and shattered blades of its soldiers. When an object of conquest doesn’t bend, it must be made to bow. That was the job of Nerath’s legions. Those armies consisted primarily of highly trained heavy infantry supplemented by heavy cavalry—the famed knight protectors. Nerath’s military traditions were derived from older sources. In what any dragonborn would claim to be fine dragonborn style, a special auxiliary force of devastating light infantry led many of Nerath’s assaults. These were the empire’s shock troopers. Military historians liken them to similar troops among other cultures and peoples, especially elves and dragonborn. The typical shock trooper wore chainmail over leather, and carried a longsword and short sword, or dual short swords. The trooper was trained to break the line of an enemy force, moving quickly to kill and wound as many enemy soldiers as possible. If a trooper broke through the enemy line, the job then became direct assault on enemy command positions. Although Nerath no longer exists as an empire, more than a few of its traditions linger. Numerous fighters and schools of soldiery carry on shock trooper traditions. This is to say nothing of the similar soldiers among other peoples, such as dwarf assault fighters. Any warrior who wants training in this brutal and mobile assault style can readily find it. You are part of this sudden strike tradition of fighting. Unlike those warriors who form battle lines, you move among your enemies, defying them to strike you down and forcing them to pursue you. Your daring onslaughts confuse and astonish your adversaries. Even so, your guard is never down, especially in your favorite place: the center of a throng of foes.
| ENC | Shocking TwisterShock Trooper Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature | Slipping around your enemy, you deliver a series of exact stabs, leaving the foe reeling from three wounds. Req You must be wielding two melee weapons. · 1° Atk Str + 2 vs AC (main weapon) · Hit 1[W] + Str dmg. Make a secondary attack against tgt. 2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg, and you can shift 1 sq. Make a tertiary attack against tgt. 3° Atk Str vs AC (main or off-hand weapon) · Hit 1[W] + Str dmg, you can shift 1 sq, and tgt is dazed until EONT. |
| DLY | Assault FootworkShock Trooper Utility 12 · MPMinor PersMartial, Stance | With the poise of a seasoned sailor on a storm-tossed deck, you hold your weapons ready to parry, while remaining coiled to dodge. Eff Until the stance ends, once during each of your turns when you miss with a melee attack, you can either shift 1 sq or gain a +1 pwr bonus to AC until EONT. |
| DLY | Shocking SkewerShock Trooper Attack 20 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature | You grab your foe and yank her toward you, driving your waiting blade in the opposite direction. Req You must be wielding an off-hand weapon and have a hand free. · 1° Atk Str + 5 vs Fortitude · Hit You grab tgt. Make a secondary attack against it. 2° Atk Str vs Reflex · Hit 3[W] + Str + Dex dmg, and tgt is dazed (save ends). |
Trust only in your steel and your skill. People will always disappoint you.
You are a sword master of renown and an expert ill the famous Steel Vallguard style. This style is based on the use oflarge, heavy swords such as the great sword 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 is not 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 to the style over time. Currently. the mercenaries known as the Steel Vanguard practice the style. and dozens ofdistinct regional styles have their roots in the base style. As a f~lIned sword master, you might be sought out by students who want to learn your techniques or by challengers eager to earn a name by besting a warrior of your skill. How you deal with such challenges is up to you. Between adventures. you might run a training school. teach at a famous academy as a visiting instructor. tutor young nobles, or take on an apprentice for a time. When adventure calls again. you set aside your lessons and once again use the martial skills you have honed over years of fighting.
| ENC | Rush of SteelSteel Vanguard Master Attack 11 · MP2Std Close burst 1Martial, Weapon | You attack with a long.100ping slash of your heavy weapon. then step forward and reverse your 8’“ip to strike another enemy from a different direction. 1° Tgt Each enemy in burst you can see · 1° Atk Str vs AC · Hit 1[W] + Str dmg. Eff You shift 1 sq and make a melee secondary attack. 2° Tgt One creature other than the primary target · 2° Atk Str vs AC · Hit 1[W] + Str dmg. |
| DLY | Vanguard DefenseSteel Vanguard Master Utility 12 · MP2Minor PersMartial, Stance | Keeping your mighry weapon in constant motion. you blend parries and t1treatening sweeps into an active defense. Eff Until the stance ends. you gain a +1 pwr bonus to AC, and at the end of each of your turns while you are conscious. each enemy adjacent to you is marked until EONT. |
| DLY | Cruel FlourishSteel Vanguard Master Attack 20 · MP2Free Melee wpnMartial, Reliable, WeaponTgt The enemy you hit | Sensing that your enemy is vulnerable. you follow up a successful attack with a quick. devastating strike. Atk Str vs AC · Hit 1[W] + Str dmg. and tgt is dazed and takes ongoing 10 dmg (save ends both). Trig You hit an enemy with a close or a melee attack |
“My rage might be justified, but it still burns within the heart of a devil.”
The mixing of devils and mortals created the tieflings, infusing them forever with tainted fiendish blood. But in that corruption is power. Like any power, it can be tapped for good or ill. Long have tieflings used the devilish energy burning in their spirits. In its most basic form, this infernal might allows the tiefling to channel anger and a desire for vengeance into attacks more vehement than normal. In ages past, however, tiefling warriors learned to channel their negative emotions into tools for war. Fallen Bael Turath had whole cadres of mighty fighters who could funnel fiendish fury into their military maneuvers. Despite the loss of the empire, some of these devilish fighters survived. Their fighting customs were passed on, lasting through the centuries. Today, a few tiefling soldiers offer training that allows would-be warfiends to control the devil inside. Others, who must do without such guidance, find that the inner fiend is best directed into violence lest it pollute other aspects of life. So many of your kind fear the taint lurking in their soul, but you realize it is merely a tool at your disposal. Without needing to embrace evil, you nurtured your infernal aspect and mastered it. You’ve coupled deadly skill at arms with the dread power of your heritage, helping you to defend your allies and to make your foes pay for daring to stand against you. Now the corruption within you serves your aims, coating your weapon in baleful fire and allowing you to consume the fleeting energy of dying foes. Tiefling Warfiend Features
| ENC | Hellfire ReprisalTiefling Warfiend Attack 11 · MPStd Melee wpnFire, Martial, WeaponTgt One creature | As you strike, your anger at your foe’s attack on an ally manifests as baleful fire on your weapon. Atk Str vs AC · Hit 2[W] + Str dmg. If tgt has hit an ally with an attack during this encounter, the attack deals fire dmg equal to 3 + Con. |
| DLY | Infernal ResurgenceTiefling Warfiend Utility 12 · MPFree PersHealing, Martial | You revitalize yourself with the shreds of a defeated foe’s spirit. Trig You reduce an enemy to 0 HP · Eff You regain HP as if you had spent a healing surge. |
| DLY | Burning Wrath SmiteTiefling Warfiend Attack 20 · MPStd Melee wpnFire, Martial, Reliable, WeaponTgt One creature | You pour all your hate and anger into a single attack, leaving your stricken opponent aflame. Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 10 fire dmg (save ends). |
Por 800d orfor ill, the Bod ofwar 8uides myfortune.
| ENC | Warhound’s WrathWarhound of Bane Attack 11 · MP2Std Melee wpnDivine, Healing, WeaponTgt One creature | You strike a solid blow, and the Bod of war smiles upon you, let tinB new strenBlhflow back into your wounded body. Atk Str vs AC · Hit 2[W] + Str dmg, and you regain HP equal to 5 + Wis. If you are bloodied, the attack deals 1[W] extra dmg, and you instead regain HP equal to 10 + Wis. |
| ENC | Bane’s FortuneWarhound of Bane Utility 12 · MP2Minor PersDivine, Stance | You bask in the 8low ofBane’sfavor, extendinB 800d fortun e to your comrades and iIIfortune to your enemies. Eff Until the stance ends, you and any ally within 3 sq of you gain a +1 pwr bonus to attack rolls and saving throws, and any enemy marked by you and within 3 sq of you takes a - 1 penalty to attack rolls and saving throws. The stance ends if an enemy hits you. |
| DLY | Triumphant StrikeWarhound of Bane Attack 20 · MP2Std Melee wpnDivine, Fear, Weapon | You channel the war Bod’s ire 10 deliver a terrible strike against your foe, drivinBfear into its allies, who see Bane’s hand upon you. 1° Tgt One creature · 1° Atk Str vs AC · Hit 4[W] + Str dmg, and ongOing 10 dmg (save ends), In addition, you mark the primary target until the end of the encounter. · Miss Half dmg. Eff Make a secondary attack that is a close burst S. 2° Tgt Each enemy in burst other than the primary target · 2° Atk Str vs Will · Hit The secondary target takes a -2 penalty to all defenses (save ends). |
Fighter (PHB + Martial Power 1 & 2) —