Defensive Stance: At-will, free; in this stance, you gain +2 to defense rolls and +20% to Max HP per rank of Protection. Your attacks of opportunity gain +100% damage.
Rank 1
Challenging Shout: Encounter, free, close burst 10, costs 1 Stamina; 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 a single move, 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, requires that you are bloodied; you heal yourself to 50% of max HP. For the remainder of the encounter, you gain +50% to max HP and +10% to Parry, Block, and Soak.
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. Subject's next 3 standard actions must include you as the sole (if single) or primary (if area) target.
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
Feebling Blow: Recharge 33%, standard, melee attack; normal damage, plus target is weakened (-50% damage) for 3 rounds.
Punishing Strike: At-will, standard, melee attack, target must not already be focusing hostilities on you; inflicts 200% normal damage plus taunts target.
Rallying Cry: Daily, immediate, close burst 20; you and allies are healed for 50% of max hp.
Spell Reflection: Recharge 33%, swift; the next spell to target you (up to your Fighter rank) is reflected. The spell must come in through your front arc. If multi-target, only the portion that targeted you is reflected. Requires a shield.
Turtle: Daily, immediate, 2 rounds; you hide beneath your shield, becoming invulnerable. Does not remove effects already in progress, though you cannot suffer any damage or debilitations during duration. May be cancelled early.
Rank 3
Inurement: At-will, swift, reserve; you may slot 1-6 points of Reserve to gain 5-30% (respectively) resistance to a single damage type (physical, fire, shadow, etc). Exclusive (only one damage type at a time).
Shockwave: Recharge 33%, swift, short cone (special), requires a shield; you slam your foe so hard that the shock propagates to adjacent enemies behind him, or, if you choose to push him back, enemies he collides with. Inflicts double normal shield bash damage to any creature affected, plus optional push 10 (which allows it to be become a pseudo-area effect), plus knockdown (Fort negates).
The Maneuver: Recharge 33%, immediate; when an enemy attacks in melee, if there is another enemy on the opposite of you, you dodge the attack, and cause it to hit the opposing enemy.
Wall of Me: Recharge 33%, swift, wall 5 within 3 squares, lasts until you move or are knocked down; you draw a wall up to 5 squares long, which includes your back or front face as the center square. That wall blocks movement and line of effect for enemies only. The wall is you; it can be taken down only by taking you down. If you are larger than medium, add +3 squares of total length per size category.
Feats
Rank 1
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 +100%. Also, the DC to cast defensively while in your threatened area increases by +100%. (FYI: the DC = 10 + 10 per spell rank).
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.
Rank 2
Force Normal: When you Block an attack, you cause the enemy to become unbalanced. He must choose either to accept a debuff (Unbalanced: unable to flank, threaten, or use passive defenses until your next move action) or be knocked prone. On a Critical Block, he falls prone anyway, and keeps the debuff. Only usable on targets up to 2 size categories above you (or 4 on a Critical Block).
Distraction: When an enemy who you have taunted (or otherwise compelled to attack you) attacks you with a direct melee attack, you reduce his Hit Chance by 5% per talent point spent in this tier and above.
Annoyance: When you Parry, Critically Block, or otherwise completely avoid damage from a target who you have taunted, he suffers a -10% penalty to saves against your taunts for 5 rounds (stacks and refreshes).
Shield Spikes: When you successfully Block an attack, the attacker suffers damage as if you had used a Shield Bash. On a Critical Block, double damage.
Wall of Defense: You may Parry and Block against your flanks, albeit with a 10% penalty to rolls.
Hold Your Ground: You gain 50% resistance to push/pull/slide effects, stacking with that of armor. Any attempt to use such an effect on you in melee provokes an opportunity attack.
Iron Curtain: You are so massive, with your bulging muscles, spiked plate armor, and huge shield, that it is difficult to see past you. All creatures and objects in a short cone behind you have concealment relative to those in front of you (affects enemies only).
The Talent: When you activate The Maneuver, it applies to one attack per attacker threatening you, if they all take place before your next turn. After that, it goes on cooldown.