Basics

Level Benefit Talents

1

Stances

1

2

Quick Draw

2

3

Blade Lore

3

4

4

5

5

6

6

7

7

8

8

9

9

10

10

11

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12

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14

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15

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20

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Numbers
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Skill List
  • Climb (Str)
  • Craft (Int)
  • Handle Animal (Cha)
  • Intimidate (Cha)
  • Jump (Str)
  • Ride (Dex)
  • Swim (Str).

Abilities

Stances

The way a warrior carries himself is not like that of a lesser man. In every movement, even at rest, a warrior is ready for battle. His stance may ready him for many things, depending on the travails he anticipates in battles to come.

You may be in one Stance at a time.

  • Offensive Stance: Gain +20% Hit Power, +10% Crit Chance, and +40% Crit Power, as well as +3 movement.
  • Defensive Stance: Gain +10% Dodge, Parry, Block, and Soak, and +20% Hit Points. Your attacks of opportunity (including Riposte) gain +100% damage.
  • Group Stance: Your melee attacks become a chain 1. You may use active defenses against your flanks.

Maneuvers

You learn 8 maneuvers at 1st level, and 2 each level thereafter.

Special types of maneuver:

  • Augment: Augments a normal combat maneuver, such as charge or trip.
  • Shout: You may have only one Shout buff active at a time. Using a Shout buff removes the effect of all other Shout buffs currently in progress.

Offense

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 rage; 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).

Defense

Rank 1
  • Challenging Shout: Encounter, free, close burst 10, costs 1 rage; enemies are compelled to focus hostilities on you (Will ends).
  • Intervene: Recharge 33%, immediate, triggered by an ally being attacked; you charge to the location of an ally within rage-based range, interposing yourself between her and an attacker. You suffer an attack that was about to hit her, and she is spared.
  • Last Stand: Daily, immediate; you heal yourself for 50% of max HP, and gain +50% to max HP for the rest of the encounter.
  • Shield Bash: At-will, swift, melee attack, requires a shield; light physical damage (or medium if using a Heavy Shield).
  • Shield Wall: Daily, immediate; your Block chance increases to 100%, affects all attackers regardless of awareness, and the effectiveness of Block increases to 75% for 2 rds.
  • Taunt: At-will, free, medium range; subject is compelled to focus hostilities on you (Will ends).
  • Tough It Out: Daily, immediate; you gain +50% Fortitude and Soak for 5 rds.
  • Vigilance: Encounter, swift, short range; ally gains 10% resistance (all), and you automatically Taunt anyone who attacks her (max once/rd). Lasts up to 5 rounds, doesn't work if ally is outside short range.
  • Set For Charge: Recharge 50%, immediate, triggered by incoming charge; you attack a charging foe (with a normal attack or other std-action maneuver), gaining +100% damage. If your attack hits, the enemy loses his own.

Rank 2

Morale

Rank 1
  • Battle Shout: At-will, swift, close burst 10; allies gain +20% Hit Power.
  • Bloodrage: Encounter, free; you let your own blood, suffering 10% of your maximum hp in damage, but instantly gaining 2 rage, and automatically gaining 1 rage at the beginning of each round for the next 3 rounds.
  • Bloodthirst: Daily, free, 5 rounds; you gain an insatiable thirst for blood. Once/rd, you may augment a melee attack with a Bloodthirsty Strike, inflicting bonus damage equal to 10% of your maximum HP per point of Rage, and healing you for the same amount. This does not consume Rage.
  • Commanding Shout: At-will, swift, close burst 10; allies gain 20% Hit Points.
  • Demoralizing Shout: At-will, swift, close burst 10; enemies suffer 10% damage and hit penalty.
  • Fearless: Recharge 33%, immediate, costs 1-5 rage; you remove fear from yourself and become immune to fear for the next 1 round per point of Rage consumed.
  • Intimidation: Encounter, swift, rage, close burst 5; enemies are frightened for 1 round per point of Rage consumed. Damage ends.

Rank 2
  • Deadly Calm, etc...

Talents

You gain 1 per level.

When you select a talent, you also gain 1 point of Mastery for that tier. The benefits for Mastery are listed below each category header.

Rank 1

Offensive Style

Mastery: For each talent you take in this tier, you gain +5% Hit Power and Critical Chance.
  • 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.

Defensive Style

Mastery: For each talent you take in this tier, you gain +5% to Block and Soak, and +10% Hit Points.
  • Heavy Guard: You may use a parrying weapon as a shield instead, allowing you to Block, albeit with a 10% penalty. Such a weapon cannot be used to Shield Bash.
  • Shield Pummel: Your Shield Bash inflicts a 20% spellcasting failure chance for 3 rounds (stacks), or until a spell fails.
  • Revenge: When you successfully block an attack, you gain 1 charge of Revenge. You may have up to 3 charges. You may spend all charges to augment a single attack or maneuver, granting +50% damage and +50% critical chance per charge spent.
  • Spellcasting Harrier: You are ready to counter enemy spell attacks. Whenever you take an Opportunity Attack against a foe for spellcasting, you gain +100% damage, and the DC to resist interruption increases by +5. Also, the DC to cast defensively while in your threatened area increases by +5.
  • Threat Management: You automatically Taunt one target of your choice at the outset of each encounter, and at the beginning of each round; or, if you wish to expend the daily use, you may use Challenging Shout instead.
  • Wide Load: While in Defensive Stance, you occupy a space larger than your body. The squares adjacent to you are considered difficult terrain for enemies, and any successful attack taken against said enemies halts their movement. It is impossible for enemies to shift within this area.

Morale

Mastery: For each talent you take in this tier, your Shouts become 25% more effective. At 3 talents, your Shouts are 100% more effective.
  • Anger Management: Whenever you spend all of your Rage on an attack, and it was at least 3 points, you retain 1 point afterward (in addition to any you would normally gain for the attack itself).
  • Battlecry: You may automatically use any one Shout effect at the outset of every combat encounter.
  • Frustration: Whenever you fail to hit an enemy due to missing, dodge/parry, or other avoidance, you gain +1 Rage.
  • Let It All Out: You may have two Shout effects active at once.
  • Rising Fury: Each time you take damage, you gain +10% Hit Power for 3 rounds (stacks and refreshes, max +30%).
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