layout |
---|
doc |
Fighters gain a +2 class bonus to Strength or Constitution, as long as it isn't the same ability you increase with your +2 species bonus.
Fighters get 2 skill points in any Strength or Constitution skill like Athletics and Endurance.
At 1st level, a fighter starts with a melee weapon or two, a ranged weapon if they want it, armor, and standard non-magical gear that is suggested by the character's background.
Fighters start with 25gp.
Armor Type | Base AC | Atk Penalty |
---|---|---|
None | 10 | — |
Light | 13 | — |
Heavy | 15 | — |
Shield | +1 | — |
Weapon Type | One-Handed | Two-Handed |
---|---|---|
Small | LEVELd4 dagger | LEVELd6 club |
Light or Simple | LEVELd6 shortsword, hand axe | LEVELd8 spear |
Heavy or Martial | LEVELd8 longsword, warhammer | LEVELd10 greatsword, greataxe |
Weapon Type | Thrown | Crossbow | Bow |
---|---|---|---|
Small | LEVELd4 dagger | LEVELd4 hand crossbow | — |
Light or Simple | LEVELd6 javelin, axe | LEVELd6 light crossbow | LEVELd6 shortbow |
Heavy or Martial | — | LEVELd8 heavy crossbow | LEVELd8 longbow |
Fighter Level | Total Hit Points | Total Feats | Maneuvers Known (H) | Maneuver Pool Available (H) | Class Talents | Level-up Ability Bonuses | Damage Bonus From Ability Score |
---|---|---|---|---|---|---|---|
Level 1 Hybrid | (Avg. of both classes) x 3 | 1 adv | 3 | 1st level | 3 | Not affected | ability modifier |
Level 1 | (8 + CON mod) x 3 | 1 adv | 3 | 1st level | 3 | ability modifier | |
Level 2 | (8 + CON mod) x 4 | 2 adv | 4 | 1st level | 3 | ability modifier | |
Level 3 | (8 + CON mod) x 5 | 3 adv | 4 | 3rd level | 3 | ability modifier | |
Level 4 | (8 + CON mod) x 6 | 4 adv | 5 | 3rd level | 3 | +1 to 3 abilities | ability modifier |
Level 5 | (8 + CON mod) x 8 | 4 adv; 1 champ | 5 | 5th level | 3 | 2 x ability modifier | |
Level 6 | (8 + CON mod) x 10 | 4 adv; 2 champ | 6 | 5th level | 4 | 2 x ability modifier | |
Level 7 | (8 + CON mod) x 12 | 4 adv; 3 champ | 6 | 7th level | 4 | +1 to 3 abilities | 2 x ability modifier |
Level 8 | (8 + CON mod) x 16 | 4 adv; 3 champ; 1 epic | 7 | 7th level | 4 | 4 x ability modifier | |
Level 9 | (8 + CON mod) x 20 | 4 adv; 3 champ; 2 epic | 7 | 9th level | 4 | 4 x ability modifier | |
Level 10 | (8 + CON mod) x 24 | 4 adv; 3 champ; 3 epic | 8 | 9th level | 4 | +1 to 3 abilities | 4 x ability modifier |
(H): Indicates columns in which hybrid characters lag one level behind.
Fighter weapon attack maneuvers deal damage based on the fighter's level. You also don't have to keep track of upgrading a 1st level maneuver into a 3rd level maneuver, because all the maneuvers function at your level. You can change which maneuvers you know and have ready whenever you gain a level.
Ability Bonus | +2 Strength or Constitution (different from species bonus) |
Initiative | Dex mod + Level |
Armor Class (heavy armor) | 15 + middle mod of Con/Dex/Wis + Level |
Armor Class (shield and heavy armor) | 16 + middle mod of Con/Dex/Wis + Level |
Physical Defense | 10 + middle mod of Str/Con/Dex + Level |
Mental Defense | 10 + middle mod of Int/Wis/Cha + Level |
Hit Points | (8 + Con mod) x Level modifier |
Recoveries | 7 |
Recovery Dice | (1d10 x Level) + Con mod |
Skills | 2, max 5 in any one skill |
Relationships | 3 points |
Talents | 3 |
Feats | 1 per Level |
Ability Bonus | +2 Strength or Constitution (different from species bonus) |
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: —
Fighters have two class features: Extra Tough and Threatening.
You start with nine recoveries instead of the usual eight.
Increase your total recoveries by 1.
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
The penalty doesn't apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.
Whenever an enemy fails to disengage from you, you also deal damage to that enemy equal to your Dexterity or Constitution modifier. At champion tier, damage is double the modifier. At epic tier, it's triple.
Whenever a non-mook enemy fails to disengage from you, it's vulnerable to your attacks for the rest of the battle.
Choose three of the following class talents.
You get an additional fighter class talent at 6th level.
Fighters have flexible attacks called maneuvers; you roll your attack and then choose which maneuver you want the attack to use. You only get to use one maneuver with each attack, so it's usually best to choose maneuvers with a few different triggering rolls
You gain a bonus fighter maneuver.
When you spend a feat on a fighter maneuver, also gain a feat of the same tier (adventurer, champion, epic) with a different fighter maneuver for free.
Once per battle as a quick action, roll 1d20 + Charisma + your level against a nearby target’s MD. If successful, that target’s AC and PD against your attacks and powers are reduced by the escalation die value for the remainder of the combat.
Special: If you target a mook with this ability, it affects every member of their mob.
Using bravado is now a free action. Once a full recovery, you may use this ability twice in a battle.
The target’s attack and damage rolls against you are also reduced by the escalation die value for the remainder of the combat.
Once staggered, the target of this power also becomes hampered. It may make a normal save (11+) at the start of each turn to negate the condition for that turn only.
Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.
If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.
You can use Cleave twice each battle, but only once a round.
You gain a +4 attack bonus with your Cleave attacks.
When you make a fighter attack against an enemy you are engaged with, you mark the target. The mark ends when you are no longer engaged with the target, or when the target makes an attack against you.
While the target is marked, it takes a -2 penalty to attacks that do not target you. When the marked enemy makes an attack that does not target you, you can make a basic melee attack against it as an interrupt action.
If a marked enemy can pop free from you through an ability, it still has to succeed at a disengage check, otherwise it stays engaged.
You can use fighter maneuvers with interrupt attacks triggered by the mark.
Marked enemies must succeed at a disengage check even if they use a teleport or similar powers to get away from you, otherwise the teleport fails and it stays engaged.
Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses.
You no longer take the –2 penalty to your Comeback Strike attacks.
Once per full recovery, you can use Comeback Strike twice in a battle.
You gain a +4 attack bonus with your Comeback Strike attacks.
Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing half damage against that enemy as a free action. (The attack can't use any limited abilities or flexible attack maneuvers.)
Your Counter-Attack attack now deals full damage.
You can use Counter-Attack once per turn instead of once per round (in effect, you're free to Counter-Attack once per enemy turn).
You can now use Counter-Attack when the escalation die is 3+.
Your attacks with d8 ranged weapons (heavy crossbow, longbow) now deal d10 damage per level. Your attacks with d6 ranged weapons (light crossbow, shortbow) now deal d8 damage per level. In addition, your misses with basic ranged attacks deal damage equal to your level.
If you spend a quick action to aim before making a ranged basic attack, add your Dexterity modifier to the damage if you miss.
Once per battle, expand your crit range with a fighter ranged attack by 4 (usually to 16+) for that attack. Declare you're using this feat power before you roll the attack.
Your crit range with ranged weapon attacks expands by 1 (usually to 19+).
You can use Dexterity instead of Strength for attack and damage with fighter melee attacks.
When you wield a small (d4 damage die) or light (d6 damage die) one-handed melee weapon, you gain a +2 bonus to your critical threat range.
Increase your base AC to 11 without armor and 14 in light armor.
Increase your base PD in light or no armor to 11.
Add your Dexterity modifier to disengage checks when wearing light or no armor.
At the start of a battle, you may spend a recovery in order to go before an enemy of your choice (effectively claiming the initiative count immediately before that creature’s). If more than one creature in a fight uses this maneuver against the same target, the creature with the highest Dexterity modifier goes first (roll 1d20 to break any ties).
When you use this maneuver, you gain a bonus to your AC equal to the higher of your Dexterity or Wisdom modifier until the end of your next turn.
When you use this maneuver, you also gain a bonus to your PD equal to the higher of your Dexterity or Wisdom modifier until the end of your next turn.
As a quick action, you may spend a recovery at the end of each of your turns in this battle to dodge more vigorously, extending the duration of the above AC and PD bonuses by yet another turn. Once you skip doing this on a turn, however, you can’t regain the bonus again during this battle.
Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead.
Once per full recovery, you can use Heavy Warrior twice in a battle (against different attacks).
You can also use the power against an attack that targets PD.
Once per full recovery, you can reroll a recharge roll for a magic armor power.
Your thrown weapon attacks use Strength instead of Dexterity for both the attack bonus and damage.
You can draw a weapon as a free action after making a thrown attack. (It doesn’t need to be another thrown weapon.)
Missed thrown attacks deal damage equal to your level.
You have access to a heavy pilum, a weighted spear that does 1d8 damage. It otherwise behaves like a javelin and counts as a light or simple weapon.
You can reload a heavy crossbow as a quick action instead of a move action.
When you spend a quick action to reload a crossbow of any type, you gain a +2 bonus to critical threat range on your next attack with it this turn.
You can trigger flexible melee attack maneuvers when making a fighter ranged attack with a crossbow.
Reloading any crossbow is now a free action. You still get the +2 crit range bonus.
Once per battle, you can use a move action to gain advantage on your next attack roll with a crossbow.
Once per battle before you roll an attack, you can declare you're using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage:
Deal 1d4 additional damage per level if you are using a one-handed weapon.
Deal 1d6 additional damage per level if you are using a two-handed weapon.
You deal the additional Power Attack damage even if the attack misses.
One battle per full recovery, you can use Power Attack twice in the battle.
One-handed weapon damage using Power Attack increases to 1d6 per level; two-handed weapon damage using Power Attack increases to 1d8 per level.
Once per battle, you can force an opponent to reroll an attack against your AC or PD. If you wield a shield, the reroll is at a -2 penalty.
Increase the reroll penalty to -4 if you wield a shield and the attack is a ranged attack.
When you wield a shield, also gain a +1 bonus to PD.
Increase the AC bonus you gain from a shield to +2.
You do not suffer the standard -2 penalty to unarmed attacks, and your damage die with unarmed melee attacks increases to d8. If you have both hands free, you gain the two-weapon fighting bonus with unarmed attacks (reroll natural 2 on the attack die). If you have your hands full, you can still make unarmed attacks such as kicks and head butts. You can use magic bracers like a monk.
When you are grabbed by an attack, you can immediately roll a save to end the effect.
When you roll damage on an unarmed attack, reroll natural 1s once.
Once per battle, make an unarmed attack as a quick action.
Once per battle, you may spend a recovery as a quick action to immediately reroll a save with a bonus equal to the escalation die.
Using resist & endure is now a free action. Once a full recovery, you may use this ability twice in a battle.
The affected save automatically succeeds with no roll required when you spend a recovery.
Your first use of resist & endure after a quick rest or full heal-up does not use up a recovery.
When an enemy triggers an opportunity attack from you, and your opportunity attack is a natural even hit, you cause the triggering action to fail and the enemy loses that action.
Once per battle, when an enemy engaged with you makes an attack that would not trigger an opportunity attack from you normally, you can make an opportunity attack against them anyway.
You can use your fighter maneuvers with opportunity attacks.
The triggering action fails on any hit with an opportunity attack.
If an enemy disengages from you with a successful disengage check, you can still make an opportunity attack. However, the attack deals half damage, and you don’t prevent the opponent from moving away.
Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack. If you are engaged with more than one enemy, the others can take opportunity attacks against you.
The moving enemy makes its attack with you as a target instead. If you're wearing heavy armor and the attack hits, you only take half damage.
You can pop free from up to two enemies when using Skilled Intercept.
You gain a bonus to your Skilled Intercept save equal to the escalation die.
Enemies can't make opportunity attacks against you during your Skilled Intercept movement.
You gain a warlord tactic as a bonus power.
You can substitute Intelligence for Dexterity or Constitution with your fighter maneuvers and Threatening class feature. You can substitute Intelligence for Charisma with the warlord tactics gained through this talent.
You can switch a fighter maneuver for a warlord tactic two levels lower.
One tactic you switched for a fighter maneuver does not take the level penalty.
Whether by questioning their parentage, disparaging their shoddy construction, or insulting the icon they serve, you attempt to draw the ire of an enemy. Once per round, you can roll 1d20 + Charisma + your level against a nearby target’s MD as a quick action. If successful, all allies gain resistance 12+ against the target’s attacks and powers until the start of your next turn; however, the target’s crit range on its attacks against you is increased by 2 for the same duration. This effect immediately ends if you don’t remain engaged or nearby the target creature.
Special: If you target a mook with this ability, it affects every member of their mob. A single target (or mob) cannot be affected by more than one character’s Taunt ability at once. A character with this Talent cannot benefit from its use by another character while their Taunt effect is active.
If the target of your Taunt attacks one of your allies while affected by this Talent, it takes psychic damage equal to your Charisma modifier. This damage is doubled at champion tier and tripled at epic tier.
Your allies’ resistance improves to 16+.
Your allies’ resistance improves to 18+.
Once per battle, you can rally using a quick action instead of a standard action.
Once per full recovery, you can rally twice during a battle as a quick action, without needing to roll a save for the second rally.
Increase your total number of recoveries by 2.
When you roll a natural 20 with an attack, you gain an additional use of Tough As Iron this battle.
Gain a flexible attack from the warrior druid list as a bonus maneuver. You can trigger it with your fighter melee attacks.
You gain 3 skill points towards skills in wilderness survival.
You can switch a fighter maneuver for a warrior druid maneuver two levels lower.
You can cast the Wild Healer’s Regeneration spell once per battle.
Increase your base hit points to 10 + Con mod.
When you use a recovery to heal, you gain any hit points above your maximum as temporary hit points. You can take recoveries while you are at maximum hit points. These temporary hit points don’t stack with temporary hit points you already have — use the higher total.
When you are reduced below zero hit points, you remain conscious, and you can still take actions. You still roll death saves normally, and you fall unconscious when you fail a death save.
Once per battle, when an enemy targets you with a spell, you can roll a save (11+) to counter the spell as an interrupt action. Success means the spell has no effect on you. At the GM’s discretion, this ability also protects against monster attacks that are similar to spells, such as the breath of a dragon.
When you successfully counter a spell cast by a nearby enemy, you can pop free from all enemies and charge the caster (engage and make a basic melee attack) as a free action.
Once per battle, you can increase the natural roll of one of your melee attacks by 1, after making the die roll.
If you roll a natural 20 on an attack, you gain an additional use of this talent for the battle.
Once per full recovery, you can increase the roll by 3 instead.
Choose one type of weapon, such as two-handed martial weapons or heavy crossbows. You gain a +1 bonus to attack with this type of weapon.
Gain the bonus with a second weapon type.
Increase your WEAPON damage dice by one step with your chosen weapons.
Flexible melee or Ranged Attack
Triggering Roll: Any miss
Effect: Drink a potion as a free action.
You can use an oil or a rune as a free action instead.
You can pour a potion down a nearby unconscious ally’s throat instead.
Flexible Melee Attack
Triggering Roll: Any miss
Effect: Until the end of your next turn, the first critical hit you take from a melee attack becomes a normal hit instead.
Brace for it now works against a critical hit from any type of attack.
Brace for it works against any number of critical hits before your next turn.
Flexible Melee Attack
Triggering Roll: Any natural odd roll
Effect: Your crit range with melee attacks expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal.
The crit range bonus from carve an opening is +2 instead of +1.
Flexible Ranged Attack
Triggering Roll: Any natural odd miss
Effect: An ally engaged with the target can pop free.
You can trigger this maneuver on any natural odd roll.
Flexible Melee Attack
Triggering Roll: Any natural odd miss
Effect: Add the higher of your Intelligence or Wisdom modifier to your next damage roll against your target.
You may instead grant this bonus damage to a nearby ally against the missed target.
The bonus damage is now equal to your INT or WIS, plus the escalation die value.
The bonus damage is now equal to your INT or WIS, plus double the escalation die value.
Flexible melee or Ranged Attack
Triggering Roll: Any natural even hit
Effect: Reroll any 1s from your damage roll. You're stuck with the rerolls.
Now you can reroll both 1s and 2s with deadly assault.
Deadly assault now also triggers on a natural 17+.
Flexible Melee Attack
Triggering Roll: Natural 16+; if you fight with a shield, also any natural even roll
Effect: Gain a +2 bonus to AC until the end of your next turn.
You also gain the bonus to Physical Defense.
The bonus increases to +3.
You also gain the bonus to Mental Defense.
Flexible melee or Ranged Attack
Special: At least one ally must be engaged with the same enemy.
Triggering Roll: Any natural even roll
Effect: Deal extra damage equal to your Intelligence modifier, twice at champion tier, and thrice at epic tier.
Your ally can make a disengage check.
Flexible Melee Attack
Triggering Roll: Any natural even miss
Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage. At champion tier, instead add 2 total WEAPON dice; at 8th level, instead add 3 total WEAPON dice.
Flexible Melee Attack
Triggering Roll: Any natural even miss
Effect: You gain a bonus to your miss damage with that attack equal to the escalation die.
If you attacked with a two-handed weapon, heavy blows can trigger on any miss, odd or even.
The bonus instead equals double the escalation die with a one-handed weapon, or triple it with a two-handed weapon.
Flexible Melee Attack
Triggering Roll: Any natural even roll
Effect: Deal your Strength modifier in damage, twice at champion tier, and thrice at epic tier.to a different enemy you are engaged with.
You can deal the damage to any nearby enemy.
Add your level to the damage.
Flexible Melee Attack
Triggering Roll: Any natural odd miss
Effect: The target must make a normal save (11+) or be dazed for 1 turn.
Add your Strength modifier to your miss damage.
The target is instead confused for 1 turn, then dazed for 1 turn (no save for either condition).
Flexible Melee Attack
Triggering Roll: Any hit with a natural 16+
Effect: You gain a bonus to the damage roll equal to your Dexterity modifier. At champion tier, the damage bonus increases to double your Dexterity modifier; at 8th level the damage bonus increases to triple it.
You can now use precision attack with a ranged attack.
Flexible Melee Attack
Special: You must be wielding a two-handed weapon.
Triggering Roll: Any natural odd roll
Effect: After resolving the attack, increase your WEAPON damage dice by one step (usually from d10 to d12) until the end of your next turn.
Flexible Ranged Attack
Triggering Roll: Natural 16+
Effect: After this attack, you can make a basic ranged attack with the same weapon (as long as it's not a weapon that takes a quick action to reload or draw) with a –4 attack penalty.
You can't use any maneuvers with the second attack.
The second shot attack penalty is –2 instead.
Flexible Melee Attack
Special: You must be using a shield.
Triggering Roll: Any natural even roll
Effect: The target pops free from you after the attack (does not allow opportunity attacks).
If the target is also engaged with any of your allies, you can have it pop free from them as well.
Once per battle, you can also daze the target (save ends) of your shield bash attack, if that enemy is staggered.
Flexible melee or Ranged Attack
Triggering Roll: Any natural odd roll
Effect: You gain a cumulative +1 bonus to saves against effects this battle, up to a maximum of +5.
Increase the bonus to +2, and the maximum to +6.
Flexible Melee Attack
Special: You must be making an unarmed attack.
Triggering Roll: Natural even hit
Effect: Add your Constitution modifier, twice at champion tier, and thrice at epic tier.to damage.
If the escalation die is 5+, the target is also dazed until the end of your next turn.
Flexible Melee Attack
Special: You must be using a weapon in each hand.
Triggering Roll: Any miss
Effect: Until the end of your next turn, you gain a +2 melee attack bonus against the target.
The bonus increases to +4.
Flexible melee or Ranged Attack
Triggering Roll: Any natural odd roll
Effect: Until the end of the battle, you gain a cumulative +1 bonus to MD (up to +4).
You also gain resist psychic 14+.
Flexible Melee Attack
Special: You must be making an unarmed attack.
Triggering Roll: Natural even hit
Effect: The next melee attack by an ally against the target has advantage. The target can prevent this by taking a move action to stand up.
If the escalation die is 5+, kick the target on the ground for extra damage equal to your Strength modifier.
Flexible Ranged Attack
Special: You cannot use this maneuver when engaged with an enemy.
Triggering Roll: Any natural even roll
Effect: Gain +2 AC until the end of your next turn.
You also gain the bonus to PD.
Against ranged attacks, increase the bonus to +4.
You can move to far away range as a quick action.
Flexible melee or Ranged Attack
Triggering Roll: Natural odd hit
Effect: Ask a question about the target, such as “What are its vulnerabilities?” or “What is its lowest defense?” Make an Intelligence or Wisdom-based skill check against its MD. If you succeed, you learn the answer to your question.
On a natural 16+ on the skill check, you get the answer to a second question.
Flexible Melee Attack
Special: When you use this maneuver, you lose your next move action, whether on this turn or on the next.
Triggering Roll: Any natural odd hit
Effect: One ally who is engaged with the target pops free and may immediately move to any nearby location.
Until the start of your next turn, the affected ally adds the escalation die to their AC and PD against opportunity attacks, as well as to any disengage checks made.
The affected ally may instead immediately move to any far away location but must sacrifice their next move action to do so.
Flexible Melee Attack
Special: You can use this maneuver only once per round.
Triggering Roll: Any natural even roll, when the escalation die is 2+
Effect: Make another melee weapon attack against a different target.
Flexible Melee Attack
Triggering Roll: Any natural even miss, when the escalation die is 2+
Effect: You forego miss damage against the targeted enemy in order to give a nearby ally double the escalation bonus on their next attack roll against that same enemy.
The targeted enemy also becomes vulnerable to your affected ally’s next attack.
The affected ally also gains an extra weapon die to their next damage roll against the same enemy.
Flexible Ranged Attack
Triggering Roll: Any natural even miss
Effect: Add the higher modifier from your Strength or Dexterity to the miss damage. At champion tier the damage bonus increases to double your chosen modifier; at 8th level the damage bonus increases to triple it.
Flexible Melee Attack
Special: You can use this maneuver only when you make an opportunity attack.
Triggering Roll: Any hit with a natural 16+
Effect: The target is dazed until the end of its turn.
If the target was moving, it stops moving and loses the rest of its move action.
The dazed effect is now save ends.
The target is now weakened (save ends) instead of dazed.
Flexible Melee Attack
Triggering Roll: Any natural even miss
Effect: You gain temporary hit points equal to your Constitution modifier.
The temporary hit points increase to double your Constitution modifier.
Flexible Melee Attack
Special: You must be using a shield.
Triggering Roll: Any miss
Effect: One ally next to you (including an ally engaged with the same enemy as you) gains a +2 AC bonus until the start of your next turn or until you are no longer next to them.
Bonus also applies to PD.
Bonus increases to +3.
Special: You can use this maneuver only once per round.
Triggering Roll: Any hit on an enemy’s attack against you while you are staggered
Effect: After resolving the enemy attack, you can spend a recovery to heal.
You also gain a +2 bonus on any saving throws associated with the attack that just hit you.
If you hit the enemy that hit you with a basic melee attack during your next turn, you deal double damage.
Until the end of your next turn, you gain a +2 bonus on all defenses (AC, PD, and MD).
Flexible melee Attack
Once per battle
Special: You must be making an unarmed attack.
Triggering Roll: Natural odd hit
Effect: The target has disadvantage on their next attack.
Add your Constitution modifier to the damage roll, twice at champion tier, and thrice at epic tier.
You can use this maneuver at-will.
Flexible Ranged Attack
Triggering Roll: Any hit with a natural 16+
Effect: You deal half your normal basic attack damage to the target. That target suffers ongoing damage equal to double the higher of your Intelligence or Wisdom modifier or triple it at 8th level.
You can now trigger wounding shot with a natural even hit, and ending the ongoing damage requires a hard save (16+).
Flexible Melee Attack
Triggering Roll: Any natural even hit
Effect: The target also takes ongoing damage equal to double your Dexterity modifier, or triple it at 8th level.
Once per battle, you can trigger a dozen cuts with a natural odd hit.
Triggering Roll: You attempt to roll a death save
Effect: Your death save automatically succeeds, and you stand up. (Spend a recovery to heal as usual.)
After you stand up, you may make a free basic melee attack against an engaged enemy.
After you stand up, you may make a free basic melee attack against all nearby enemies.
Flexible melee or Ranged Attack
Triggering Roll: Any natural even roll
Effect: If the target has any resistance against the attack, ignore the resistance and deal full damage.
Ignore the resistance of the target until the end of the battle.
Flexible melee Attack
Once per battle
Triggering Roll: Any natural even hit
Effect: Repeat the attack roll against the target three additional times. For each roll that would be a hit, deal 10 extra damage. For each roll that missed, you take a -2 penalty to AC and PD until the end of your next turn.
Higher Level | Effect |
---|---|
7th | 15 extra damage |
9th | 25 extra damage |
The first missed roll does not incur the attack penalty.
Flexible melee or Ranged Attack
Triggering Roll: Any natural even miss
Effect: Add +2 to the attack roll, then halve any damage dealt by the attack if it hits.
Add +4 to the attack roll instead of +2.
The damage is no longer halved on a hit after using hero's skill.
Flexible Ranged Attack
Triggering Roll: Any natural odd hit
Effect: If the target of your attack is standing near a wall or object, your shot pins the target’s clothing or flesh to that surface and it becomes stuck. On their turn, the target may use a move action to free themselves and negate the condition, but doing so requires a normal save (11+), and it suffers 1/2 your normal basic attack damage as it pulls itself loose.
This attack targets PD rather than AC, and the save difficulty to negate the stuck condition increases to hard (16+).
Flexible melee or Ranged Attack
Triggering Roll: Natural 16+
Effect: Until the end of your next turn, the target is vulnerable to all attacks.
On a natural 18+, the effect is “save ends”.
Flexible Melee Attack
Special: You must be wielding two weapons.
Triggering Roll: Natural 16+
Effect: The next melee attack against you before the end of your next turn has disadvantage on the attack roll.
Flexible Melee Attack
Special: You must be wielding a two-handed weapon.
Triggering Roll: Any even miss
Effect: Deal half the damage of a hit instead of miss damage. Until the end of your next turn, you take a -4 penalty to defenses.
On an even miss, deal extra damage equal to your Dexterity modifier.
Flexible Ranged Attack
Triggering Roll: Any natural odd hit
Effect: You deal 1/2 of your normal basic melee attack damage, and the target is hampered for a number of turns equal to your Strength modifier. A normal save (11+) ends the condition.
The target must make a hard save (16+) to end the hampered condition.
You now deal your full basic attack damage when using this maneuver.
Flexible Melee Attack
Triggering Roll: Natural odd miss
Effect: Make a Wisdom + level attack roll against the target’s MD. If you hit, the target is dazed until the end of your next turn. If you miss, you are dazed until the end of your next turn.
Flexible Melee Attack
Special: You must have the Skilled Intercept talent to use this maneuver.
Triggering Roll: Any natural even roll
Effect: The next time you use Skilled Intercept this battle, your Skilled Intercept save automatically succeeds.
Flexible Melee Attack
Special: You must be staggered in order to use this maneuver.
Triggering Roll: Any natural even hit
Effect: Your attack against the target deals double the normal amount of damage, but you also suffer half the amount inflicted. Any allies engaged with the target may immediately pop free.
Your target is stuck until it makes a hard save (16+), but you are also stuck and become vulnerable to its attacks and powers until it is no longer stuck.
Flexible Melee Attack
Triggering Roll: Any natural even roll
Effect: You can roll a save against a save ends effect.
You gain a +2 bonus to the save.
Flexible Ranged Attack
Triggering Roll: Any natural even hit, when the escalation die is 2+
Effect: You deal 1/2 your normal basic attack damage to your target and any other enemies who are engaged with the same creature as your target. However, the maximum number of affected targets may not exceed your Dexterity modifier.
This maneuver can now affect any other enemies nearby the target of your shot, engagement notwithstanding. The maximum number of affected targets still may not exceed your Dexterity modifier.
Triggering Roll: Any natural even hit on an enemy’s melee attack against you
Effect: As an interrupt, make a basic melee attack against the enemy that attacked you. If it hits, deal damage normally, and the enemy attack automatically misses.
This maneuver now triggers whenever a nearby enemy rolls natural evens on a hit with a melee attack.
If your natural attack roll is higher than the natural attack roll that triggered the maneuver, your attack deals double damage.
Flexible Melee Attack
Triggering Roll: Any natural odd hit
Effect: Attacks against you have advantage until the end of your next turn. Your first melee attack on your next turn deals double damage.
Also gain a +2 bonus to the attack roll with your next attack.
Flexible Melee Attack
Special: You must have moved before the attack.
Triggering Roll: Any natural even hit
Effect: After dealing damage, you can pop free from the target, move to a different nearby enemy, and make a basic melee attack against that enemy.
You can't use any maneuvers with the second attack, and it deals only half damage.
If the escalation die is 3+, the second spinning charge attack deals full damage.
Flexible melee Attack
Once per battle
Triggering Roll: Any natural even roll
Effect: Gain a bonus to all defenses equal to your Intelligence modifier until the start of your next turn.
If you are wielding a shield, you can also grant the bonus to an adjacent ally.
Flexible Melee Attack
Triggering Roll: Natural 20
Effect: You can heal using a free recovery.
If the escalation die is 3+, you can now trigger sword of destiny with a natural 18+.
Triggering Roll: Any time you fail a save
Effect: You can spend a recovery to heal.
You can spend a recovery to heal, and you succeed at the save.
Flexible melee Attack
Once per battle
Special: You must be wielding a two-handed weapon
Triggering Roll: Natural even hit
Effect: Deal maximum damage instead of rolling damage dice.
Flexible Melee Attack
Special: You can use this maneuver only once per battle.
Triggering Roll: Natural 16+
Effect: Increase the escalation die by 1.
Combat mastery now also triggers on any natural even hit.
Flexible Ranged Attack
Triggering Roll: Natural even hit
Effect: Deal half damage to one other nearby enemy.
Once per battle, deal half damage to one nearby enemy per point of escalation die with this maneuver.
Special: You must be using a shield.
Triggering Roll: Any miss
Effect: All nearby allies gain a +2 AC bonus until the start of your next turn or until they are no longer nearby you.
The bonus also applies to PD.
Flexible melee or Ranged Attack
Triggering Roll: Natural odd hit
Effect: Until the end of your next turn, when you attack the target, treat the escalation die as 6.
Flexible Melee Attack
Triggering Roll: Any hit with a natural 16+
Effect: The crit range of your attacks against the target expands by 3 (generally 17+) until the end of the battle (cumulative).
The crit range bonus from set 'em up now also applies to any ally who attacks the target while you are engaged with it.
Flexible Melee Attack
Special: You must be wielding a two-handed weapon.
Triggering Roll: Natural odd hit
Effect: Move the target to the end of the initiative order. If the target already took a turn this round, it doesn’t get a second turn.
Flexible melee or Ranged Attack
Triggering Roll: Natural 20
Effect: Trigger two other maneuvers you know with this attack. You can choose a maneuver even if it normally could not be triggered on a natural 20.