Thursday, June 14, 2012

The Ranger

Ranger

RANGER

Level
Class Features and Powers
1
Ranger's Focus, Volley, Beast Companion - 2 Stances, Power Strike
2
Gain 1 Boost
3
Keen Reflexes, Gain 1 Stance

Role: Controller

Armor Proficiencies: Basic light, advanced light
Weapon Proficiencies: Basic melee, basic ranged, advanced melee, advanced ranged

Starting Hit Points: 24
Hit Points Gained Per Level: 5
Healing Surges: 8

Bonus Skill: Athletics

CLASS FEATURES

HUNTER'S STYLE
Choose one of the following:
Hunter: Your beast companion is a wolf.
Scout: Your beast companion is a raptor.
Sentinel: Your beast companion is a bear.

VOLLEY
As a major action, you can make a basic ranged attack against each creature in an area burst 1 within your weapon's range. When you use Power Strike with Volley, you do not apply the extra damage to any target, but you do apply the extra effects of any stance you have currently assumed to each target.

RANGER STANCES

Bestial Pounce
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever your Beast Companion hits with a basic melee attack, it knocks the target prone.
Power Strike: If you use Power Strike, your Beast Companion can make a basic melee attack against a single different target as a free action.

Clever Shot
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, the target moves 1 step down the Movement Track.
Power Strike: If you use Power Strike, the target also moves 1 persistent step down the Movement Track.

Concussion Shot
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic ranged attack, the target moves 1 step down the Action Track.
Power Strike: If you use Power Strike, the target moves 2 steps down the Action instead.

Feral Protector
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever your Beast Companion hits or misses an enemy with a melee attack, it marks the target for one round.
Power Strike: If you use Power Strike, and the target is adjacent to your Beast Companion, it is marked by your Beast Companion, and also moves 1 step down the Movement Track.

Isolating Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit a target that has no other creatures adjacent to it with a basic  attack, it moves 2 steps down the Action Track.
Power Strike: If you use Power Strike and hit only one target, that target moves 2 persistent steps down the Action Track instead.

Pin Down
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic ranged attack, the target moves 1 step down the Movement Track.
Power Strike: If you use Power Strike, you can also knock the target prone.

Predator's Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, squares adjacent to your Beast Companion are difficult terrain for your enemies.
Power Strike: If you use Power Strike, your Beast Companion can make a basic melee attack against a different target as a free action. On a hit, your Beast Companion slides the target 1 square to a square adjacent to it.

Scattershot
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic ranged attack, you can slide the target 2 squares.
Power Strike: If you use Power Strike, the target also moves 1 step down the Movement Track.

LEVEL 3 CLASS FEATURE: KEEN REFLEXES
You gain a +4 bonus to initiative rolls.

The Warlord

Warlord


Level
Class Features and Powers
1
Leadership Tactics - 2 Stances, Inspiring Word, Power Strike
2
Gain 1 Boost
3
Call to Arms - Gain 1 Stance

Role: Leader

Armor Proficiencies: Basic light, basic heavy; basic shields, advanced shields
Weapon Proficiencies: Basic melee, advanced melee, basic ranged, advanced ranged

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Vitality Points: 10

CLASS FEATURES

Inspiring Word
Scene (special) – Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can spend a Vitality Point and regain an additional 1d6 additional hit points per tier. The target can also shift 1 square as a free action.
Special: You can use this power once per scene, plus one additional time per scene per tier.

LEADERSHIP TACTICS
Choose one of the following options:
Cunning Tactics: Once per round, when an ally that you can see is missed by an attack, you can use an free action to allow that ally to shift 1 square.
Inspiring Tactics: Once per round, when an ally that you can see bloodies an enemy or reduces an enemy to 0 hp, you can use a free action to grant that ally 5 temporary hit points per tier.
Skirmishing Tactics: Once per round, when an ally that you can see makes an attack of opportunity, you can use a free action to grant that ally a +4 bonus to the attack roll.

WARLORD STANCES

Command the Strike
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you would make a basic melee attack on your turn, you can instead allow one ally that you can see to make a basic attack against the target as a free action.
Power Strike: If you use Power Strike, one ally that you can see can make a basic attack against the target as a free action.

Exposing Maneuvers
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, the target grants combat advantage for one round.
Power Strike: If you use Power Strike, for one round the next ally to miss the the target can reroll his or her attack roll but must use the second result.

Intuitive Attack
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, for one round any ally that attacks the target with advantage gets a +2 power bonus to the attack roll.
Power Strike: If you use Power Strike, for one round any ally that attacks the target with advantage also gets a +4 power bonus to the damage roll.

Lead By Example
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, choose one ally that you can see. That ally gains a +4 power bonus to damage rolls against the target for one round.
Power Strike: If you use Power Strike, each ally that you can see gains the +4 power bonus to damage rolls against the target for one round.
Myrmidon Formation
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you make a basic melee attack, for one round allies adjacent to you gain a +2 power bonus to Armor defense.
Power Strike: If you use Power Strike, the bonus applies to all defenses, and you also receive the bonus.

Rousing Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, one ally that you can see gains 5 temporary hit points.
Power Strike: If you use Power Strike, one ally that you can see can instead spend a Vitality Point.

Sundering Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, your allies can score a critical hit against the target on a roll of 19-20 for one round.
Power Strike: If you use Power Strike, you and your allies can score a critical hit against the target on a roll of a 18-20 for one round instead.

Wolf Pack Tactics
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you make a basic melee attack, one ally adjacent to you or the target can shift 1 square as a free action.
Power Strike: If you use Power Strike, you and each ally adjacent to you or the target can shift 1 square as a free action.

WARLORD LEVEL 2 BOOSTS

WARLORD LEVEL 3 CLASS FEATURE: CALL TO ARMS
You and any ally that can see or hear you gains a +2 bonus to initiative checks.

The Slayer

Slayer


Level
Class Features and Powers
1
Assured Destruction, Slayer Style - 2 Stances, Power Strike
2
Gain 1 Boost
3
Brutal Force - Gain 1 Stance

Role: Striker

Armor Proficiencies: Basic light
Weapon Proficiencies: Basic melee, advanced melee, basic ranged, advanced ranged

Starting Hit Points: 28
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Athletics or Acrobatics

CLASS FEATURES

ASSURED DESTRUCTION
Your basic melee and basic ranged attacks deal half damage on a miss.

SLAYER STYLE
Backstabber Style: You gain proficiency with basic shields. When you hit a creature granting you advantage with a one-handed or off-hand light weapon, you deal +2d8 extra damage per tier.
Marauder Style: You gain proficiency with basic heavy armor. While wielding a two-handed melee weapon, you gain a +5 bonus to damage rolls per tier.
Sharpshooter Style: You gain proficiency with advanced light armor. While wielding a ranged weapon, you gain a +5 bonus to damage rolls per tier.

SLAYER STANCES

Bull's Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you gain a +1 power bonus to the attack rolls of charge attacks
Power Strike: If you use Power Strike on a charge attack, you can either push the target 2 squares or knock it prone
.
Duelist's Panache
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, your melee attacks gain combat advantage against enemies that have no other creatures adjacent to them.
Power Strike: If you use Power Strike, you can either swap places with the target, or shift 1 square and pull it 1 square to a square adjacent to you.

Hit and Run
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you use a move action to move, you can also use a standard action to make a basic melee attack once during the move.
Power Strike: If you use Power Strike, the target moves 1 step down the Action Track.

Nimble Footwork
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit or miss with a basic attack, you can shift 1 square or move 3 squares.
Power Strike: If you use Power Strike, you can slide the target 2 squares.

Nowhere to Run
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you can count squares of blocking terrain as allies for the purpose of flanking.
Power Strike: If you use Power Strike against a target adjacent to blocking terrain, you knock the target prone.

Serpent's Swiftness
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you gain a +4 power bonus to all defenses against opportunity attacks and can move through enemy spaces.
Power Strike: If you use Power Strike, you can shift half your speed.

Sniper's Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, you ignore cover and concealment with basic ranged attacks, and if you have not moved since before last round, you take only a -2 penalty for total cover or total concealment with basic ranged attacks.
Power Strike: If you use Power Strike with a basic ranged attack and have not moved since before last round, you can slide the target 2 squares or knock it prone.

Twin Arrows
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic ranged attack, you can make two damage rolls and use either result.
Power Strike: If you use Power Strike, you can also reroll any damage die that comes up as a '1' or '2' until it comes up as something other than a '1' or a '2'.

LEVEL 3 CLASS FEATURE: BRUTAL FORCE
When you roll damage for a melee or ranged weapon attack, reroll any damage die that comes up as a '1' until it comes up as something other than a '1'.

The Knight

Knight

KNIGHT

Level
Class Features and Powers
1
Defender Aura, Combat Challenge, Combat Style, Master at Arms - 2 Stances, Power Strike
2
Gain 1 Boost
3
Gain 1 Stance


Role: Guardian

Armor Proficiencies: Basic light, advanced light, basic heavy, advanced heavy, basic shields, advanced shields
Weapon Proficiencies: Basic melee, basic ranged, advanced melee, advanced ranged

Starting Hit Points: 34
Hit Points Gained Per Level: 6
Vitality Points: 12

CLASS FEATURES

DEFENDER AURA
Enemies adjacent to you are marked by you.

COMBAT CHALLENGE
Whenever an adjacent enemy marked by you makes an attack that does not include you or shifts, you can make a basic melee attack against it as an immediate interrupt.

COMBAT STYLE
Choose one of the following options:
Brute Style: While you wield a two-handed melee weapon, you gain a +2 bonus to the damage rolls of weapon attacks per tier.
Longarm Style: While you are wielding a polearm, you gain a +1 shield bonus to your Armor defense.
Phalanx Style: While you are wielding a shield, allies adjacent to you gain a +2 shield bonus to their Armor defense.

HEROIC KNIGHT STANCES

Bell Ringer
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, the target moves 1 step down the Action Track.
Power Strike: If you use Power Strike, the target moves 2 steps down the Action Track instead.

Cleaving Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, one enemy adjacent to you other than the target takes 1[W] damage.
Power Strike: If you use Power Strike, you can instead use a free action to make a basic melee attack against one enemy adjacent to you other than the target.

Crushing Surge
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, you gain 5 temporary hit points.
Power Strike: If you use Power Strike, you can either gain an additional 5 temporary hit points or make a saving throw.

Defend the Line
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, the target moves 1 step down the Movement Track.
Power Strike: If you use Power Strike, the target moves 2 steps down the Movement Track instead.

Funneling Flurry
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit an adjacent enemy with a basic melee attack, you can slide the target 1 square to a square adjacent to you.
Power Strike: If you use Power Strike, you can slide each enemy adjacent to you 1 square to a square adjacent to you instead.

Hammer Hands
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, you can push the target 1 square and then shift 1 square into the space it occupied.
Power Strike: If you use Power Strike, you can also knock the target prone.

Measured Cut
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit or miss with a basic melee attack, you can shift 1 square.
Power Strike: If you use Power Strike, you can shift 2 squares and pull the target 2 squares instead.

Snaring Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, you can pull the target 1 square.
Power Strike: If you use Power Strike, you can also knock the target prone.

Stances and Powerstrike

POWER STRIKE

Every heroic warrior can call upon a deep reserve of inner strength, stamina, cunning, and clarity to perform an impressive burst of action, though doing so may leave them both mentally and physically drained. When you begin play, you can use Power Strike twice per scene. As you gain levels, you gain additional uses of Power Strike per scene.

Power Strike
Scene – Weapon
No Action – Personal
Trigger: You hit with a basic attack using a weapon
Effect: The triggering attack deals an additional +1[W] damage.

In addition to the extra damage, your stances can create extra effects when you use Power Strike. For instance, a stance that allows you to push your target might knock prone when you Power Strike. Unless otherwise noted, any effect listed under the Power Strike entry of a stance takes place in addition to any regular effect.

STANCES
Stances are special fighting techniques that add effects to your basic attacks. Entering a stance is usually a minor action, and once you have entered a stance, you can remain in that stance until a) you end it during your turn as a minor action, b) you assume a new stance, or c) you fall unconscious. You can only have a single stance active at any time, so if you enter a stance while you are already in a stance, the first stance ends.

Beyond their normal effects, stances also provide greater effects when used in conjunction with Power Strike. Each stance has a line that describes the special effects when you use Power Strike. These extra effects may be in addition to the regular effect of the stance or may replace it, depending on the stance.