Overview
Iron is a solid and dependable element that is strong and resilient. Those who have iron as their element are courageous and stalwart, who use their bodies to defend their comrades and smite opponents, either because of a solemn duty or because it's really fun.
Aspects
Pick one aspect that best represents the particular fighting style you are aiming for.
Brawler
| Damage Die
|
d12
|
| Hit Points
|
32
|
| Dodge
|
15
|
| Armor
|
4
|
- Improvisation: When you have an enemy grabbed, you add an extra damage die against other targets.
- Rampage: All minions and mooks take a -1 attack penalty if you are engaged in melee.
Paladin
| Damage Die
|
d10
|
| Hit Points
|
28
|
| Dodge
|
10
|
| Armor
|
10
|
- Nobility: Any nearby ally engaged in melee can safely retreat, leaving you engaged in melee with that enemy.
- Oath: You can protect an ally on your turn. When you do, you add an extra damage die to any attack you make against an enemy engaged in melee with that ally.
Warden
| Damage Die
|
d8
|
| Hit Points
|
30
|
| Dodge
|
13
|
| Armor
|
8
|
- Guardian: Enemies engaged in melee with you take a -1 to attack rolls that do not include you as a target.
- Soldier: While bloodied, you gain a +2 attack bonus.
Powers
Pick three. Your character may learn more as they progress.
| Charge
|
| You rush your opponent and use your momentum to overwhelm their defenses.
|
| Passive
|
| If you move to engage in melee, you add an extra damage die for your first attack against that target.
|
| C'mere, You!
|
| You reach out and pull an opponent into a stranglehold.
|
| Minor Action
|
| Make an attack roll against a target in melee range. If it hits, the target is grabbed.
|
| Directed Strike
|
| You point out a gap in the enemy's defense, allowing one of your comrades to take full advantage of it.
|
| Minor Action
|
| Once per turn, an ally can make a basic attack against an enemy in range.
|
| Dirty Fighter
|
| You know how to hit hard, and also where to hit hard.
|
| Passive
|
| Any attack that does double damage dice against a target also renders the target dazed.
|
| Gatecrasher
|
| The true master of surprise knows that an assault can and should come from anywhere.
|
| Passive
|
| Physical checks made during combat have halved DCs.
|
| Hold the Line
|
| While you stand, no enemies will pass you by unscathed.
|
| Stance
|
| While in this stance, any enemy trying to leave the stage is forced into engaging in melee with you instead.
|
| Juggernaut
|
| Arms in, shoulders set, feet planted, damage done.
|
| Stance
|
| While in this stance, you gain +2 temporary Armor, but cannot retreat from melee.
|
| Rub Some Dirt On It
|
| You encourage one of your comrades to stop fussing about their minor scratches and get on with it.
|
| Minor Action
|
| Once per turn, you can let an ally regain 1d6 hit points.
|
| Tactics
|
| You know how to direct your comrades as a fighting unit, for maximum efficiency.
|
| Passive
|
| Allies get combat advantage over any enemy engaged in melee with you.
|