Arms

Maneuvers

Rank 0
  • Offensive Stance: At-will, free; gain +4 to weapon damage, +1 to critical range, and +2 movement per rank of Arms. You may only be in one stance at a time.
Rank 1
  • Charge: Augments charge; gain +50% damage, and stun for 1 round (Fort negates).
  • Devastate: At-will, std; normal damage plus 50% weapon vulnerability for 3 rounds (does not stack).
  • Execute: At-will, std, target must be below 50% HP; inflicts physical damage equal to 50% of target's max hp (25% if elite, 5% if boss).
  • Hamstring: At-will, swift, melee attack; 50% movement penalty until fully healed.
  • Intercept: Recharge 33%, immediate, costs 1 Stamina; you charge to an enemy within a single move, then attack the target, inflicting normal damage plus stun for 1 round (Fort negates).
  • Mortal Strike: At-will, std; normal damage plus 50% healing resistance for 5 rounds.
  • Overpower: Recharge 33%, std; normal damage plus knockdown (Fort negates).
  • Rend: At-will, std, melee attack; normal damage plus half as ongoing physical damage for 3 rounds.
  • Sunder Armor: At-will, std, melee attack; normal damage, plus armor must pass Integrity check (DC = your Strength score).
Rank 2
  • Heroic Leap: Recharge 33%, std; you leap up to your normal walking speed in squares, then cause a close burst 1, inflicting normal weapon damage +100%.
  • Heroic Throw: At-will, swift; you throw a melee weapon, inflicting normal damage for that weapon. If subject was not focusing hostilities on you, gain +200% damage, and treat as a taunt. Need not be your primary weapon; you may draw a secondary weapon and throw it in the same action.
Rank 3
  • Bladestorm: Encounter, std; you create a path of destruction as you move up to your normal walking speed (not provoking) and hit every creature within 1 square of the path with normal weapon damage +100% (treated as an area effect).

Feats

Rank 1
  • Deep Wounds: When you inflict damage on a foe, you increase the damage of any ongoing bleed effects (such as Rend, Impale, etc) by +50% for the rest of their duration.
  • Eager Assault: Encounter; you may use Charge at the beginning of combat, before anyone else goes. The does not affect your normal actions or initiative. If other Fighters wish to use this ability at the same time, use Initiative to determine the order.
  • Impale: When you achieve a critical hit with any weapon attack, you also inflict half the damage again as ongoing physical damage for 3 rounds.
  • Rapid Setup: You may use Devastate, Overpower, and Rend as swift actions instead of standard; if you do so, they inflict no damage instantly, but their other effects remain intact.
Rank 2
  • Blitz: Each time you charge, you gain 1 temporary Stamina just for charging. This may be used on the charge attack itself, if you wish.
  • Impatient Murderer: You may use Execute on targets with 75% HP or less.
  • In Your Face: The minimum distance for a charge is lowered to just 5 feet (1 square).
  • Ready For Action: You are always ready to fight. When you begin combat, you are not flat-footed. This does not apply in a surprise round.
Rank 3
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