Level
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Feats Known
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Class Features and Powers
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| 1
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1
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Class features; 3 at-will powers; 1 encounter power
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| 2
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+1
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+1 encounter power
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| 3
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+1
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Gain an additional weapon technique
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| 4
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+1
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+1 at-willpower
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| 5
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+1
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Gain an additional weapon technique
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| 6
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+1
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+1 encounter power
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| 7
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+1
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+1 at-will power
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| 8
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+1
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Gain an additional weapon technique
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| 9
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+1
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+1 encounter power
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| 10
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+1
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Gain an additional weapon technique; +1 encounter power
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Armor Proficiencies: Cloth, leather, hide, mail, scale, plate; light shields, heavy shields
Weapon Proficiencies: Bludgeons, light blades, heavy blades, polearms, light ranged, heavy ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 25 + Resolve
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Resolve
Skills: Athletics. Choose three more trained skills at 1st level.
Class Features
Martial Talent
Choose one of the following martial talents.
Brawler
You are a master of unarmed combat, being able to use your entire body as a weapon, and turn your enemies into unwilling allies with your strength and skill.
- Iron Body: When an effect forces you to move - through a pull, a push, or a slide - you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
- While you are wearing light armor and aren't using a shield, you gain a +2 bonus to AC.
- Iron Fist: You gain a +3 bonus to unarmed attacks and grab attacks. Your unarmed attack damage increases to 1d8. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage.
Hunter
You have trained with ranged and reach weapons that put you at a distance from your target, focusing on taking down your enemies one by one.
- Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
- Quarry: As a minor action, you can designate the nearest enemy within line of sight as your quarry. When you make a melee or ranged attack and hit your quarry, you deal 1d6 extra damage. You can deal this extra damage only once per turn. You can only have one quarry at a time.
Marshal
Your tactical expertise and technical skill makes up for your lack of physical strength, letting you out-think your enemies and stay one step ahead at all times.
- Cunning: All allies within 5 squares of you gain a +1 bonus to attack rolls against the last creature you hit.
- Experienced: You gain a +2 bonus to saving throws. In addition, you gain a +2 bonus to initiative.
- Seasoned: You gain a +1 bonus to Fortitude, Reflex, and Will. In addition, you gain a +2 bonus to all trained skills.
Soldier
You are an experienced fighter, capable of controlling the tide of battle with your presence, protecting your allies and keeping the enemy's focus on you.
- Challenge: Once per turn as a free action you can mark a creature within your attack range. The mark lasts until the end of your next turn. Creatures marked by you take a -2 penalty to attack rolls if their attack doesn't include you as a target.
- Obstruction: An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Physical Prowess
Warriors have trained their bodies to be paragons of strength, skill or endurance. Select one of the following.
- Brawn: You can use creatures you are grappling as improvised weapons.
- Focus: You gain a +1 bonus to ranged attack rolls.
- Mobility: You can shift 1 square as a minor action.
- Tenacity: While you are bloodied, you gain a +1 bonus to attack rolls.
Weapon Expertise
Warriors focus on the art of fighting, and will gain new and unique insights into their chosen craft as time progresses.
You learn one 1st-level weapon technique of your choice.
At 3rd, 5th, 8th, and 10th level, you learn an additional weapon technique of your level or lower.
Powers
At-Will
| Cleave
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Warrior Attack
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| Your sweeping strike scythes through your enemies.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature
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| Attack: Power vs. AC
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| Hit: 1[W] + Power damage, and an enemy adjacent to you other than the target takes 3 damage.
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| Slicing Weapon: All targets take additional damage equal to your Finesse.
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| Daunting Presence
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Warrior Attack
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| Your aggressive stance intimidates weaker enemies, and drives the stronger ones to focus upon you.
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| At-Will ✦ Martial
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| Standard Action
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Close burst 1
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| Target: All enemies in burst
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| Attack: Presence vs. Will
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| Hit: The target is pushed 2 squares.
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| Miss: The target is marked.
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| Double Strike
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Warrior Attack
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| You attack your enemy twice in rapid succession.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee or Ranged weapon
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| Requirement: You must be wielding two melee weapons or one ranged weapon
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| Target: One creature
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| Attack: Finesse vs. AC, two attacks
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| Hit: 1[W] damage per attack.
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| Forceful Drag
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Warrior Utility
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| You drag your struggling opponent across the battlefield.
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| At-Will ✦ Martial
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| Move Action
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Personal
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| Requirement: You must have a creature grabbed
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| Effect: You move your speed -2. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement.
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| Get Over Here!
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Warrior Attack
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| You grab your foe quickly, before they can react.
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| At-Will ✦ Martial
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| Minor Action
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Melee 1
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| Requirement: You must have a hand free
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| Target: One creature
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| Attack: Power vs. Reflex
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| Hit: You grab the target.
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| Heavy Assault
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Warrior Attack
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| You smash the enemy with raw power, sending them crashing to the ground.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee or Ranged weapon
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| Target: One creature
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| Attack: Power vs. AC
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| Hit: Power damage, and you knock the target prone.
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| Leap
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Warrior Utility
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| You leap straight at your enemy, intent on delivering a powerful blow.
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| At-Will ✦ Martial
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| Move Action
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Personal
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| Effect: You jump your speed - 2, and must end your move on solid ground. The next attack you make this turn gains a +2 bonus to damage.
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| Mighty Blow
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Warrior Attack
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| You put strength and power into your attack, seeking to deal damage.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee or Ranged weapon
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| Target: One creature
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| Attack: Power vs. AC
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| Hit: 1[W] + Power damage, and the target is pushed 1 square.
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| Move Already!
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Warrior Utility
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| You grab one of your comrades and pull them out of harm's way.
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| At-Will ✦ Martial
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| Minor Action
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Melee touch
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| Target: One ally
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| Effect: You shift the target 2 squares.
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| Parry
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Warrior Attack
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| You deflect an enemy's attack with a well-timed defensive move.
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| At-Will ✦ Martial, Weapon
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| Immediate Interrupt
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Melee weapon
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| Trigger: A melee attack hits you
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| Target: The triggering creature
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| Attack: Finesse vs. Reflex
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| Hit: You take no damage from the triggering attack.
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| Defensive Weapon: You gain a +2 bonus to your attack roll.
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| Pinpoint Strike
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Warrior Attack
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| You discern, then hit, the weakest point in your enemy's defense.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee or Ranged weapon
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| Target: One creature
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| Attack: Finesse vs. AC
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| Hit: 1[W] + Finesse damage, and the target is slowed until the start of your next turn.
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| Precise Shot
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Warrior Attack
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| You take careful aim at your intended target, striking through the thinnest possible gap in their cover.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee or Ranged weapon
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| Target: One creature
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| Attack: Finesse vs. AC
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| Hit: 1[W] damage.
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| Special: You ignore the penalty to attack rolls imposed by partial cover and partial concealment.
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| Submission Hold
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Warrior Attack
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| You pummel the helpless victim struggling in your grip.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature you have grabbed
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| Attack: Power vs. AC
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| Hit: 2[W] + Power damage.
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| Sunder
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Warrior Attack
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| You smash your weapon against the enemy's, with the intent to break it.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature with a weapon
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| Attack: Power vs. AC
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| Hit: The target loses their weapon.
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Encounter
| Brawling Assault
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Warrior Attack
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| Singling out one hapless victim, you cause your enemies to scatter from your wrath.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Requirement: You must have a hand free
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| Primary Target: One creature
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| Primary Attack: Power vs. AC
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| Hit: 2[W] + Power damage, and you grab the target.
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| Effect: Make a secondary attack that is a close blast 3.
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| Secondary Target: All enemies in blast
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| Secondary Attack: Presence vs. Will
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| Hit: The target is pushed 3 squares.
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| Escalade
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Warrior Utility
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| You climb upon your oversized foe, seeking to stab their weak points with ease.
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| Encounter ✦ Martial, Stance
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| Move Action
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Melee touch
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| Target: One creature at least two size categories larger than you
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| Effect: You adopt the escalade stance. While in this stance, you can stay within the target's space without provoking any opportunity attacks. You gain a +5 bonus to attacks made against the target while in this stance. If the target moves, you make the same move as a free action. Moving outside the target's space ends the stance. If you are hit by the target, make a saving throw. If the saving throw ends, the stance ends and you are pushed 1d4 squares to the nearest unoccupied square in range.
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| Grim Determination
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Warrior Utility
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| You know that you cannot go down in this fight - not now, not yet.
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| Encounter ✦ Martial, Healing
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| Minor Action
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Personal
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| Requirement: You are bloodied
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| Effect: You can spend a healing surge and gain addition hit points equal to your Resolve.
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| Hewing Strike
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Warrior Attack
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| You bring your weapon down in a punishing overhead slash, to try and cleave your opponent in twain.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature
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| Attack: Power vs. AC
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| Hit: 1[W] + Power damage, and ongoing 5 damage (save ends).
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| Slicing Weapon: 2[W] + Power damage, and ongoing 5 damage (save ends).
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| Crushing Weapon: 2[W] + Power damage, and the target is dazed and slowed (save ends both)
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| Juggernaut
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Warrior Utility
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| You swing with such fury that your foes are steadily driven back with each blow.
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| Encounter ✦ Martial, Stance
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| Minor Action
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Personal
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| Effect: You adopt the juggernaut stance. Until the stance ends, whenever you hit any creature with a melee attack, you push that creature 1 square and can shift 1 square to a square the creature vacated.
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| Line in the Sand
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Warrior Utility
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| Planting your feet on the ground, you prepare to hold against the oncoming tide of enemies to protect your allies.
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| Encounter ✦ Martial, Zone
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| Minor Action
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Close burst 1
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| Effect: The burst creates a zone that lasts until the end of the encounter or until you leave the zone. Any enemy inside the zone grants combat advantage to you.
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| Living Fortress
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Warrior Utility
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| Covered in armor, you are a walking wall of protection that is difficult to harm.
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| Encounter ✦ Martial, Stance
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| Move Action
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Personal
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| Requirement: You must not be bloodied, and must be wearing heavy armor and wielding a shield
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| Effect: You adopt the living fortress stance. While in this stance, you take a -2 penalty to speed, and gain resist damage equal to 5 plus your level. The stance ends when you are bloodied, or when you dismiss it as a free action.
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| Manyshot
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Warrior Attack
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| You pelt a throng of enemies with deadly accuracy to thin their numbers.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Ranged weapon
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| Primary Target: One creature
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| Primary Attack: Finesse vs. AC
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| Hit: 1[W] + Finesse damage.
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| Effect: Make a secondary attack.
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| Secondary Target: All enemies adjacent to the primary target
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| Secondary Attack: Finesse vs. AC
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| Hit: 1[W] damage.
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| Piercing Blow
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Warrior Attack
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| You take careful aim at your intended target, striking through the thinnest possible gap in their cover.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Melee or Ranged weapon
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| Target: One creature
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| Attack: Power vs. AC
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| Hit: 2[W] + Power damage.
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| Special: You ignore the target's damage resistance, if any.
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| Protective Rebound
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Warrior Utility
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| Upon seeing a friend suffer a harsh blow, you redouble your efforts.
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| Encounter ✦ Martial
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| Instant Reaction
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Personal
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| Trigger: An ally you can see is bloodied
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| Effect: You gain a bonus to damage rolls equal to your Resolve for the rest of the encounter.
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| Total Focus
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Warrior Utility
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| You exhale calmly, keep your target where you want it, and prepare to hit squarely.
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| Encounter ✦ Martial
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| Minor Action
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Personal
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| Effect: You gain a bonus to your next attack roll this turn equal to your level.
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Weapon Techniques
Level 1
| Adrenaline Rush
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Weapon Technique
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| Whenever you hit with an attack, you gain temporary hit points equal to your Resolve.
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| Duelist's Footwork
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Weapon Technique
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| When you hit with a melee attack, you can shift 1 square after the action.
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| Entangling Accuracy
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Weapon Technique
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| Whenever you hit with an attack using an Entangling weapon, the target is restrained until the start of their next turn.
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| Heavy Hit
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Weapon Technique
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| Whenever you hit with an attack using a Crushing weapon, the target is slowed until the end of your next turn.
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| Incredible Strength
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Weapon Technique
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| One-handed improvised weapons gain the Thrown property with a range of 5/10. Two-handed improvised weapons gain the Thrown property with a range of 3/6.
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| Slashing Charge
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Weapon Technique
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| When you make a charge attack, any enemy who is adjacent to you during your movement takes damage equal to your Finesse.
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Level 3
| Battlefront Experience
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Weapon Technique
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| Enemies marked by your Challenge ability cannot shift.
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| Greater Cleave
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Weapon Technique
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| When you use the Cleave power, an additional enemy adjacent to you other than the target takes 3 damage.
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| Mighty Leap
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Weapon Technique
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| When you use the Leap power, you jump your speed.
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| Unarmed Expert
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Weapon Technique
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| Your unarmed attack damage increases to 1d10.
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Level 5
| Aggressive Parry
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Weapon Technique
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| When you use the Parry power, the triggering creature takes damage equal to your Finesse.
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| Critical Edge
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Weapon Technique
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| Your critical range expands to 19-20.
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| Rapid Shot
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Weapon Technique
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| When you make a ranged weapon attack, you deal 1[W] damage to one creature adjacent to the primary target.
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| Rough Shove
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Weapon Technique
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| When you use a power that would push the target 1 square or more, you can instead choose to knock them prone.
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Level 8
| Brute Strength
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Weapon Technique
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| You can add one additional square to any forced movement you cause.
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| Soaring Leap
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Weapon Technique
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| When you use the Leap power, add your Power to the distance you jump.
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| Superior Mobility
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Weapon Technique
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| When you shift as a minor or move action, you can shift 2 squares instead of 1.
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Level 10
| Master Tactician
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Weapon Technique
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| When you hit with an attack, any ally adjacent to you gains a +2 bonus to their next attack against your target before the start of your next turn.
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| Legendary Hunter
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Weapon Technique
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| The long and short ranges of your ranged attacks increase by 10 each, on top of any other bonus you may already have.
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| Unarmed Master
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Weapon Technique
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| If a power requires you to have a hand free, you do not need to have a hand free.
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| Veteran Soldier
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Weapon Technique
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| Once per turn, when you reduce an enemy to 0 hit points, you can make a basic attack against an enemy in range as a free action.
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