Professional Documents
Culture Documents
A battle is the heart of every adventure, and the fighter is the lord
of battle. Let the casters weave their spells, let the priests say their
prayers, for only the fighter can withstand the dreadful assaults of
his enemies and claim victory over them. If you want your character
to stand at the forefront of battle, implacable, indomitable, The
Quintessential Fighter is the book for you.
Within this book you will find a new origins system to create your
character’s background and grant him unique bonuses, new character
options, more than 70 new powers, unbelievable combat styles and
martial rituals, 14 paragon paths, many feats, and weapons, armor, and
magic items that will help you build a matchless arsenal.
This book also contains information on martial organizations that
can liven up your campaigns and fantastic arenas in which to enact
epic battles.
ISBN 978-1-906508-11-1
U.S. $24.95
9 781906 508111
www.asterionpress.com www.mongoosepublishing.com
The
QUINTESSENTIAL
Fighter
By Fabio Passamonti
and Alessandro Santori
CREDITs
Production Managers Interior Illustrations
Massimo Bianchini Alberto Bontempi
Luca Cattini Claudio Casini
Toni Cittadini
Design & Development Manager Marina Costa
Marco Picone
Simone Delladio
Game Development Elisa Ferrotto
Fabio Passamonti Francesco Graziani
Alessandro Santori Thomas Liera
Andrea Longhi
Additional Design, Emiliano Petrozzi
Revision & Game Balancing Roberto Pitturru
Marco Di Battista Maichol Quinto
Lorenzo Fanelli Andrea Sorrentino
Marco Picone Andrea Vivaldo
Cover Art English Translation
Maichol Quinto Fiorenzo Delle Rupi
Logo, Graphic Design & Typesetting Proof Reading
Andrea Gualdi – Lab 7 Joshua Cole
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK,
DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and
other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules
mechanics, and all D&D characters and their distinctive
th
likenesses, are property of Wizards of the Coast, Inc., and are used with
permission under the Dungeons & Dragons 4 Edition Game System License. All 4E References are listed in the 4E System
Reference Document, available at www.wizards.com/d20.
th
DUNGEONS & DRAGONS 4 Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James
Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls,
Stephen Schubert and James Wyatt
© 2008 Wizards of the Coast, Inc. All rights reserved.
The Quintessential Fighter is © 2008 Asterion Press s.r.l. & Mongoose Publishing
Printed in the US
www.asterionpress.com www.mongoosepublishing.com
contents
Introduction....................................6 New fighter powers......................34 Resist Tortured Senses..............40
Level 1 At-Will Exploits...............34 Resist Toxic Fumes.................. 42
The Quintessential Fighter................7 Brute’s Iron Fist...................... 34 Unending Bolts of Hope...........42
Flashing Steel . ........................34 Level 13 Encounter Exploits........42
Chapter 1: A Fighter’s Role..........10 Merciless Wound..................... 34 Advance to the Rear................ 42
The Role.........................................12 Mounted Rush Strike...............34 Brutal Domino.........................42
Fighters in combat situations.......12 Readied Thrust........................ 34 Dire Gallows........................... 42
A fighter’s armor......................13 Surging Arrow..........................34 Smite the Reckless....................42
A fighter’s weapons...................13 Level 1 Encounter Exploits .........35 Level 15 Daily Exploits................42
Powers every fighter should use....13 Bear’s Tenacious Grab..............35 A Thousand Sparks ................ 42
Best Tactics..............................14 Dazing Blow.............................35 Deforming Impact...................42
Fighters in noncombat situations.... 15 Man-at-Arms’ Fearsome Strike....35 Fatal Defensive Flaw................43
A fighter in towns.....................15 Reckless Assault.......................36 Fatal Hesitation........................43
A fighter in the wild.................16 Level 1 Daily Exploits..................36 Level 16 Utility Exploits..............43
A fighter in the dungeons.........16 Battle Hubris........................... 36 Bear’s Crushing Grasp............. 43
A fighter on the planes..............17 Fiery Weapon...........................36 Hidden Reservoir.....................43
A fighter’s race................................17 Forge’s Lightning.....................36 Prepare to Assault.....................43
Fighters and other classes................20 Knight’s Surge.........................37 Unyielding Warrior Spirit.........43
A fighter’s origins............................21 Level 2 Utility Exploits ...............37 Level 17 Encounter Exploits........43
How to read the origins............21 Falcon’s Unavoidable Grip.......37 Covering Volley....................... 43
Armorer...................................21 Humiliating Parry....................37 Rolling Thunder...................... 43
Contents
4
Body and Spirit’s Harmony..........49 Point-Blank Shooter.................85 Umbral Charge........................91
Death Oath..................................49 Refractory Shield.....................85 Combat Styles.................................92
Gladiator’s Immortal Blood.........49 Rest in Armor . ........................85 How to read combat styles...........92
Indomitable Strength . ................49 Ritual Warrior..........................85 Overwhelming Wave Technique....92
Shield Proficiency (Buckler).....85 Relentless Marauder Technique....92
Chapter 3: A Fighter’s Path..........50 Shield Proficiency (Tower)........85 School of the Impenetrable Guard.....92
Arena Idol.......................................52 Steady Hand............................85 School of the Raging Fury...........93
Iegor Malvon...............................52 Tight Grab...............................85 Secret Thaumaturgy Technique....93
Battle Commando...........................54 Tight Scale...............................85 Style of the Invisible Wind...........93
Quorwar Grayvale........................54 Paragon Tier Feats.......................85 Style of the Iron Archer...............93
Champion of Honor........................56 Active Offense..........................85 Style of the Unerring Blade.........93
Gorngrin Bullbreaker...................56 Active Utility............................85
Dragonborn Myrmidon . ................58 Blade Guard.............................85 Chapter 5: A Fighter’s Tools . .......94
Trakosar Garkr.............................58 Bralani Fencing........................85 Adventuring Gear...........................96
Eladrin Blade..................................60 Cautious Outflanking...............85 Armor and Shields..........................97
Gilriel Baranruin.........................60 Chain Impact...........................85 Weapons..........................................99
Fusilier . .........................................62 Deflecting Shield......................87 Magic Items.................................. 102
Etiel Pyrard.................................62 Diabolical Surge.......................87 Armor........................................ 102
Infallible Thrower...........................64 Elusive Shield...........................87 Weapons.................................... 103
Draatha Koraxir...........................64 Fiery Burst...............................87 Arms Slot Items........................ 106
Knight Errant.................................66 Grappling Mobility..................87 Feet Slot Items.......................... 107
Sir Galan Celthor........................66 Light Shield Focus...................87 Hands Slot Items....................... 107
Lord of Chains................................68 Plate Backlash..........................88 Head Slot Items......................... 107
Blasphaor Xalivem.......................68 Quick Firearm Reload..............88 Neck Slot Items......................... 108
Contents
Pilgrim Fighter................................70 Recovering Surge.....................88 Waist Slot Items ....................... 109
Katrien of Firekeep......................70 Ringing Impact........................88 Wondrous Items........................ 109
Tunnel Defender.............................72 Side by Side.............................88
Agnek Stonesoul..........................72 Sliding Shaft............................88 Chapter 6: Organizations........... 110
Ultimate Duelist.............................74 Stuck Among Scales.................88 Fighters and Martial Organizations....112
Camwaith....................................74 Swift Executioner.....................88 Hierarchies................................ 112
Warrior Avatar.................................76 Tearing Axes.............................88 Duties and opportunities........ 112
Nymotalia....................................76 Epic Tier Feats.............................88 Rank in an organization ......... 113
Whirlwind Dervish..........................78 Active Offense Mastery............88 Martial organizations in the world.... 113
Lamya..........................................78 Active Utility Mastery..............88 Allies and antagonists............. 114
Additional Martial Action.........88 Hidden secrets........................ 114
Chapter 4: A Fighter's Feat...........80 Battle-Hardened.......................88 Reading organizations............ 114
Feats...............................................82 Chain Mastery.........................88 Brotherhood of Blood Lions ......... 115
Heroic Tier Feats.........................82 Firearm Mastery.......................88 Crimson Dusk Commandos.......... 116
Brutal Brawl.............................82 Grappling Mastery...................89 Iron Adder Company.................... 118
Combat Runner.......................82 Mighty Grasp...........................89 Keepers of the Stone Throne......... 121
Crippling Shot.........................82 Mighty Superiority..................89 Order of Steel Prophets ................ 122
Defensive Shooter....................82 Mirroring Shield......................89 Quicksilver Blades......................... 124
Dragonborn Contest . ..............82 Plate Mastery...........................89 Silver Falcon Academy.................. 125
Dwarven Vigor.........................82 Recovery Mastery.....................90 Swords of Vengeance .................... 127
Entangling Flail . .....................82 Scale Mastery...........................90
Entrapping Shield....................82 Shield Mastery (Light).............90 Chapter 7: A Fighter's Arena...... 130
Hardened Plate . ......................82 Shield Mastery (Heavy)............90 Battle Arenas................................. 132
Impervious Chain ...................82 Multiclass Feats ..........................91 Darkdoom Chasm...................... 132
Indomitable Courage . .............84 Dweomer Shielding . ...............91 Bloodfeast Hall.......................... 135
Insightful Counterattack..........84 Mobile Guardian Strategy........91 Elemental Vortex Pit.................. 139
Isolating Shield........................84 Revealing Gleam......................91 Astral Peaks of Champions......... 142
Pierce Armor............................85 Stealthy Exploit........................91
5
INTRODUction
hether an isolated kingdom’s noble protector Chapter 2: A Fighter’s Power features a detailed
6
THE QUINTESSENTIAL FIGHTER
“Y gnul held his breath and clenched his teeth, crouching behind his large oval shield.
The dwarf’s beard curled and the shield’s handle turned so hot that it was soon unbearable, as
the red flames the dragon breathed over them intensified and became scorching white.
When the dwarf heard Felwain’s last desperate cry, he realized the eladrin was gone. Her arcane wards and for-
mulas had not been strong enough this time. He would weep for the wizard’s demise later, if there was still a “later”
for them; now he had to focus on the fight, on the pounding rhythm of his steel against the creature’s skin, harder
than any armor; a deadly dance of iron and claws, of rushing blood and adrenaline.
There was no time for feelings in a melee; strategy, strength, and training were the only things that mattered. There
was no Ygnul Fallenstone in battle: In his place stood a survivor, a veteran of countless dozens of fights, whose
hand was steady as a stone and whose heart was as hard.
So far, the fight had been easy for the dragon Meldenthral. The heroes had braved his lair after answering the
king’s call to take up arms against the monster. Sneaking through one of the natural tunnels of the Smokeskull
Mountain, they had eluded the dragon’s troops. Or perhaps those lackeys were simply too busy carousing and
reveling after the devastation they had brought to the valley in the last few weeks.
The dragon itself had not been so unwary, though. It knew someone would be brave or foolish enough to accept the
royal contract on its head, and it had led the heroes into an ambush deep in the mountain’s fiery heart.
Two adventurers had already lost their lives fighting against kobold minions or falling to the many traps hidden in
their cramped warrens.
Now, only the most skilled and resolute were left. Fighting their way deep into the bowels of the earth, past flowing
magma and deadly fumes, the kingdom’s bravest champions were quickly running out of strength.
Ygnul examined the battlefield with a veteran’s eye, assessing his surviving companions’ locations and conditions.
Karnoth stood at the center, right beneath the monster’s ominous jaws; in spite of his wounds, the dragonborn kept
the wyrm occupied with his spinning greatsword. The blade’s blows were mighty, but Ygnul knew they were not ac-
curate enough to find the chinks in the dragon’s scales.
How typical: The myrmidon had let once again his feelings dictate his actions. To dodge his blows, the dragon only
had to raise his head above the most forceful blows and snap his retaliation on the backswings, which bounced harm-
lessly from his scales.
Ulthar, hidden in a corner, was still recovering. The tiefling had already unleashed his most formidable spells, loos-
ing curses against the monster that would have blackened the soul of most demons; his efforts had been of little avail,
judging from the enemy’s good health. Hiding in the shadows, the tiefling’s face was a painful grimace that hinted
at the devious and desperate ideas racing through his mind–not all, Ygnul suspected, ending with Ulthar fighting
with the side he started on.
Ygnul snorted. He had no time to waste contemplating betrayal, nor did he care about if and when the exhausted
warlock made the attempt.
Morhadan the archer, for her part, kept as much distance as she could in the cavern, firing two arrows at a time at
the dragon’s scaled breast, at the same time leaping and feinting to keep away from the beast’s scorching breath.
7
Ygnul was pleased with the elf’s cunning. He grinned at the sight of shafts sticking from the tiniest gaps in the
dragon’s armor. Her best shots had penetrated it, and now the monster growled with pain each time its movements
made the arrows sink deeper in its flesh. The elven archer had wisely aimed for the joints, but her quiver was almost
empty, and soon she would have to drop the bow and wield her daggers. Though she wielded the fine mithral blades
adeptly, she would become easy prey at such close quarters.
Last came Tarield. The cleric had used every last bit of power trying to counter the dragon’s fearsome abilities, but
he had only bought a few more moments. In spite of his imposing bulk and experience, he still was a priest, not a
soldier; and his most powerful war prayers had proven weak and ineffective. Now that its full fury was unleashed, the
monster seemed immune even to divine wrath.
The priest held his holy symbol before him, eyes pressed tightly shut as he tried to call down his heavenly patron’s
fury upon the beast. His shaven head was sweating from the crushing heat of the chamber, the legacy of dragon’s
breath and the magma river close beneath their feet.
Meldenthral opened his slavering jaws in a reptilian grin, then raised his tail to slam it against Tarield like
a huge maul.
It was then that Ygnul spotted the beast’s weak point, a soft spot in his iron scales no larger than a fist. As he held
his breath, it was almost like time itself stopped, and the dwarf realized they still had one last chance.
To use its tail, the creature had lowered its head, and when it did, it exposed itself to a dangerous counterattack.
Ygnul shouted a warning to Karnoth, but his words were smothered by the dragon’s roar. Karnoth had fought
many battles at the dwarf’s side, though, and one look at his companion was enough to give the dragonborn the gist
of Ygnul’s plan.
Together they had defeated the fearsome Hammerstone giants, repelled the goblin hordes from Gallowbridge
and defended King Fenalion’s castle against evil Baron Valghen’s besieging armies; the threat of their prowess
had intimidated Xiang-zhou’s devious merchants and their canniness had snared Black Fox, the legendary
outlaw from Snowmail.
The dwarf’s sheer determination was a sign that they might yet pull it out this time, too.
Karnoth drew a deep, thundering breath, dropped his flamberge and charged the dragon.
The dragon’s bony horns met his charge and sank deep into him; Karnoth had to clench his teeth to withstand the
pain. He closed his eyes, summoned his last strength, and wrapped his arms around the monster’s muzzle and bent
it to the side. The myrmidon’ biceps were almost bursting and his scales were cracking as he tried to maintain the
hold around the dragon’s snarling jaws–but he held.
Even as he did, Ygnul charged the distracted dragon, pulling back his axe for the move he had in mind. When
reached the beast, he swung the axe in an overhead chop and brought it down on the dragon’s exposed throat, the
only weakness in its hide. The axe cleft scale and sinew and sheared through even Meldenthral’s mighty arteries,
spraying blackish blood.
The dragon’s body spasmed, and the fire that was still burning in its belly poured over the dwarf’s arm like a
flow of molten lava. Ygnul’s axe glowed red hot and the hair on his arms burst into flames, but Ygnul stood,
ignoring the pain.
8
In its death throes, Meldenthral might still have killed them, but Morhadan’s arrow pierced its eye and its ancient,
wicked mind.
Only then, with one last fiery gurgle, the dragon expired. A forge whose embers were finally cold.
Morhadan rushed to her companions’ side, wondering if they were still alive; Ygnul’s only answer was a soot-black-
ened, bloody, broken –but triumphant– grin.”
“And so it ends!”, the old minstrel said, watching his public’s astonished faces.
The kids gaped in awe and the bard, now that his tale was over, gently invited them to go home.
The sun was setting behind the mountains and the sky was as red as fire. Believing he was alone, the bard picked up
his gear and headed for the inn, looking forward to a good night’s sleep. As he walked down the street, though, he
saw that one of the youngest boys was still there.
There was a light in the boy’s eyes that the storyteller knew all too well, a hunger that would pull a man far from his
home, pull him to a glorious destiny or an untimely death: the call of adventure.
“I want to be a fighter like Ygnul,” the boy said solemnly.
The old bard smiled. “Aren’t you a little young for such things? What’s your name?”
“Riglen”, the boy answered gruffly.
“Riglen,” the bard said again. “I will keep it in mind, boy, should you ever become a hero… should you ever
become The Quintessential Fighter!”
9
A FIGHTER’S ROLE Chapter 1
T he platoon’s ranks were tight. In the distance, the dragonborn phalanx looked like a shining proces-
sion of steel statues. Even their few unarmored parts were covered with scales the color of forged iron.
They advanced like a living tide of muscle and scale, roiling with fury, tempered by discipline.
They were not, at the moment, the problem.
Sergeant Falmir, standing on the battlements of the besieged city, swore and urged on his archers. It was
already too late when they noticed the three enemy explorers gliding over their heads.
Beyond them, whipped into action by their grim hobgoblin jailors, huge units of goblin savages strained
toward the walls, they shied away at either their masters snarls or their own fear. They were not adequately
equipped or trained, but their longing for revenge over the humans, nurtured for countless generations, shone
from by their cruel grins, rang in their spiteful war cries and the maddening noise of their spears clanging
against their shields.
They had besieged the city for three days. Bloody and thundering nights gave way to pale steel dawns. The
inescapable final confrontation loomed over both armies and its shadow grew longer with each passing day.
The defenders could barely rely upon a few hundred fighters: a core of trained soldiers supported by the
city’s militia. Even young and old men had been enlisted to fight, so desperate was the city’s plight. The
former had faced a battlefield’s horrors without being properly trained, whereas the latter had been forced to
wield a weapon long after the strength of their arms had fled.
Suddenly, the silence was torn by the howling of the monstrous army’s battle horns. The fight was about
to begin.
Kail looked over the battlements, meticulously studying the enemy units’ layout and nature.
“Most of them are only goblin raiders,” he began. The false hope fled his voice as he surveyed the rest of
the army. “Most, aye, but there are tiefling barbarians and dragonborn mercenaries enough. Worse, I’d
swear I spotted a small host of war trolls from the Blooded Plains, hidden behind the catapults. Those
monsters have been fighting since the day that they were born. They will not be easily stopped.”
“And yet, stopped they must be,” Riglen said. “What shall we do?”
“If the halberdiers can gain at least a hundred feet, they will allow us to deploy the recruits behind them.
Most of them have never been in an actual battle, but if the tide turns against us, they will be able to escort
women and children outside the city, in the sewers.”
Falmir and Riglen nodded, realizing that Kail’s orders were an invaluable asset.
“You did your best to train your men, Falmir,” Riglen said, putting a hand over his friend’s armored
shoulder. “They could barely hold a weapon when they started; now they can protect their families. And
they know they owe this chance to you.”
“Perhaps you’re right, but a fair few of our enemies were born to fight, like you and your companions. My
soldiers, committed as they might be, are still smiths, fishers and carpenters. I tell you, I fear to find out
how much my teachings have been effective.”
10
Alberto Bontempi
The Role
A fighter’s role is always fully defined, both in and out done. Withstanding everything the enemy throws at
of combat: He is a defender, a stalwart bulwark eve- him is undoubtedly vital, but a fighter should never
ryone will take shelter behind in the most desperate forget that the best defense is a good offense. With the
situations. Responsibility for his companions’ safety proper training and equipment, a fighter can cripple
falls upon his shoulders, but at the same time he has or outright destroy his foes long before they could
to prevent the enemy from advancing. He must learn threaten more vulnerable characters.
to take in the battlefield at a glance, to quickly adapt A fighter’s tactics and style determine not only
to the shifting battle lines, to instantly recognize his how he fights but, often, how his entire party approach-
enemies’ and his allies’ strengths and vulnerabilities. He es a battle. A guardian fighter (see Creating a Fighter
must also be extraordinarily brave and ready to make in the D&D 4E Player’s Handbook) tends to soak up
sacrifices whenever the need arises. A fighter does not damage or prevent it from happening in the first place,
care about coordinating his companions’ actions or to intercept hindering conditions and block enemy
enhancing their skills. His concern is their survival, and movement; he fights carefully and deliberately, wearing
he ensures it by taking the fight to the enemy while his his enemies down without ever overextending himself,
companions provide support. and he does not hesitate to pause to get his second
wind or use a magic item.
FIGHTERS IN COMBAT
Chapter 1: A Fighter's Role
Roberto Pitturru
13
al, filling certain voids in a fighter’s preparation. Choos- battlefield, allowing him to shift into a square that an
ing from such a wide range requires a little preparation, enemy vacated (surprise step), or to dance between his
but part of the fun in playing a fighter is navigating foes, moving and attacking at inhuman speed with
through the available options to build a formidable exploits like serpent dance strike.
combatant. Of course, you will have to keep in mind Other exploits like exorcism of steel tend to neu-
the type of fighter you want to play in your adventures. tralize an enemy, or to affect more enemies at once
Regardless, your defender role should always remain a with different effects (warrior’s challenge). The exploits
landmark when selecting your best powers. available at this tier include reaving strike, possibly the
A fighter’s most useful powers, arranged by tier, are power that makes a fighter most similar to a striker,
briefly outlined below. and devastation’s wake, which allows you to leave a
Heroic Tier: A fighter is a skilled combatant since trail of death behind you, cutting down all adjacent
the beginning of his heroic deeds. Exploits such as enemies with secondary attacks.
spinning sweep or steel serpent strike enable him to slow A paragon tier fighter’s powers can impress any
his enemies down or to push them in an advantageous foe. His techniques are close to perfection by now,
position. Powers such as brute strike, cleave and villain’s and he can rightfully aspire to be the undisputed
menace, on the other hand, allow him to quickly dispatch master of any arena. His paragon path options only
more enemies in less time. Utility powers such as bound- enhance his prowess. A champion of honor’s exploits
less endurance or unstoppable are invaluable, especially at (see Chapter 3: A Fighter’s Path) include armed trap, a
lower levels, as they allow a fighter to quickly heal from power that allows you to reduce the damage you take
Chapter 1: A Fighter's Role
his wounds or even to attain uncanny healing abilities. and to restrain your foe at the same time. The tunnel
At this tier, a fighter’s exploits may not enable him to defender, on the other hand, is relentless in deal-
maneuver with the other classes’ freedom, but they are ing huge amounts of damage and hindering a foe’s
adequate to his role of front-line defender. The new combat abilities, thanks to crushing impact and march
powers featured in this book’s Chapter 2: A Fighter’s of ruin. Guardian entities’ spite and steel pattern turn the
Power broaden the range of your available choices and lord of chains and the warrior avatar (more paragon
will be able to fulfill any player’s needs and wishes. paths featured in Chapter 3: A Fighter’s Path) into
When he learns to master rain of blows or rain of deadly combinations of attack and defense.
steel, a fighter becomes a fearsome sight to any enemy Epic Tier: When a fighter attains this tier, he has
who dares to approach him. If not even these pow- pushed his martial skills far beyond the limits a mere
ers are enough to ensure victory, come and get it and mortal can reach; step by step, he is growing closer
shift the battlefield help draw the attention of the most to his epic destiny. Even the powers he gains allude
fearsome enemies and to wipe them out one by one, to his final destination and represent the pinnacle of
ensuring your party’s safety. One of the most use- martial prowess. Powers like no surrender render him
ful exploits at these levels is with no doubt victorious almost literally invulnerable, allowing him to quickly
surge, which allows a fighter to deal considerable dam- regain half his maximum hit points. Reaper’s stance
age and to heal from your wounds at the same time. is another impressive power that can be activated
A fighter’s relentless assault with the crack the shell as a minor action and allows an epic tier fighter to
exploit can bring down any defense, whereas powers deal critical hits and ongoing damage to all his foes;
such as iron bulwark and stalwart guard make his own then again, no mercy, storm of destruction, and gamble
stronger than ever. with death (see Chapter 2: A Fighter’s Power), avail-
The Quintessential Fighter introduces new exploits able only at the highest levels, mark the climax of a
granting remarkable benefits to the fighters who select fighter’s damage-dealing career.
them; merciless wound or reckless assault, to name just a
few, increase the damage you deal even at lower levels, Best Tactics
while bear’s tenacious grab, brute’s iron fist, and falcon’s A fighter must be ready to change his strategies many
unavoidable grip can make you deadly even when you times during a battle to adapt to any situation and
are unarmed. Troll’s double claws allows you to attack always be the first to face any unexpected challenge.
and heal from damage at the same time, dragon’s flame A fighter usually chooses a position in the thick of the
and roaring hammer’s slam change the type of damage fighting, the better to fully exploit the qualities of the
you deal, enabling you to unleash fire and thunder’s weapon he wields. A heavily armed fighter, for example,
fury upon your foes. will try to charge his foe and to engage it as soon as
Paragon Tier: At this tier, many exploits pro- possible, before he can endanger the rest of the party; a
duce different effects based on the fighter’s weapon guardian fighter, on the other hand, will move carefully
of choice, such as anvil of doom or giant’s wake, dazing and take defensive actions that will allow him –and
your foes or dealing impressive amounts of dam- especially the party’s second line– to stay safe. These
age. Other powers can improve his mobility over the generic guidelines cannot possibly cover the complex-
14
ity of all possible combats; in many cases, it will be leaders possess many prayers or exploits to counter
foolhardy if not downright impossible to blindly charge these dire situation; one more reason for the fighter to
the enemy line; sometimes, a fighter must accept the always keep within their powers’ range.
fact that his companions are going to take some risks,
so that he may take a more elaborate action to ensure Fighters in noncombat
their long-term survival. Under these circumstances, a situations
fighter’s versatility and his chosen tactics will make the It may come as a surprise, but although a fighter excels
difference between tragedy and triumph. in combat above all else, his contributions can be
A fighter should choose his feats in accord with meaningful even outside the battlefield. His field expe-
his build and his favored approach to combat, trying rience, readiness, physical prowess and the knowledge
to increase the inherent benefits of his build. At heroic he has gathered in many years of military life allow him
tier, Power Attack and Powerful Charge are both an to be a relevant presence even in less bloody situations.
excellent choice for a great weapon fighter. Similarly,
Defensive Mobility and Durable can be very useful to A fighter in towns
a guardian fighter. Finally, certain feats, such as Weapon Urban environments are ripe with opportunities and
Focus, are a safe bet for any type of fighter. offer the promise of great riches, but they can also
A paragon tier fighter enjoys a broader range be fraught with danger. It is no wonder that scores
of available options. Now more than ever, he should of mercenaries, bodyguards, militia members and
choose those feats that will improve his abilities with adventurers of all types prowl the streets looking for
15
ambiguous characters. In addition, many tournaments, Cramped spaces filled with dangers encourage the
duels and sport competitions are usually held behind use of powers that allow you to slide the target, plac-
the city walls, giving all fighters a chance to win fame ing it in a favorable position. When the entire enemy
and fortune. If there is enough room in an adventure to force is forced to assault a fighter-held chokepoint, he
deal with these themes, fighters are going to be pivotal can really sink his teeth into his role as a defender.
characters and their renown could grant the rest of the In narrower corridors, strategy is everything. One
party enough good will to open up otherwise restricted miscalculation from the fighter and the party –espe-
information or forbidden locations. cially the weaker and less protected characters– might
pay a steep price from an unexpected assault.
A fighter in the wild Fighters cannot hold torches or lanterns, as they
A fighter knows basic survival skills from his first steps need both hands to wield large weapons or shields;
as an adventurer: quick marches, exhausting training thus, unless they can naturally see in darkness, they
sessions and a life in the field shaped his adventuring should carry items such as everburning torches (contra
life. As such, he has access to Athletics, Endurance, and the name, they do not burn and do not make smoke, so
Heal among his trained skills. you can hang them to your belt) or sunrods.
Sometimes an army has to cross a steep mountain Noisy armor might also be a problem in a place
pass, an endless desert waste and even a thick rain for- where every corner might hide an ambush and enemies
est: In these cases, careful food rationing and sanitary keep their ears open to notice approaching victims.
conditions may mean more than good tactics and su- Still, a fighter cannot possibly do without his armor. If
Chapter 1: A Fighter's Role
perior training. Although he may not feel as at home he intends to be silent, he will have to find an alterna-
in the wilderness as a ranger does, a fighter
can count on an excellent stamina and un-
paralleled resistance to pain and starvation.
Some fighters, especially those who
were born beyond the safety of a city wall,
feel at home on winding paths and the
banks of woodland rivers, hunting down
outlaws and fearsome monsters. In fact,
these threats are the very reasons many
combatants scour the wilderness, test their
abilities and maybe gain wealth and reputa-
tion in the process. Even those fighters less
accustomed to outdoor life might need to
undertake a long journey between one city
and another, riding through endless plains
and only relying on their trusted suits of
armor to protect them from wilderness’s
many dangers and threats. In these cases,
heavy, encumbering armor can be a limita-
tion, as it implies a penalty to Athletics and
Endurance checks. There setbacks might
even turn out to be deadly in situations
where the main danger is posed by a natural
feature, such as threading the waters of a
swift river or climbing a steep cliff.
16
tive solution. As previously hinted, suits of armor can And yet, they can safely bet on one universal constant:
also hinder a fighter making Strength, Dexterity or all enemies, even those hailing from the farthest reach-
Constitution-based skill checks, a recurring need in the es of the universe, can be faced and defeated through
depths of the underground. strength of arms.
Finally, a well-prepared fighter always faces a This awareness keeps a fighter alive and shields him
dungeon’s dangers equipped with a few healing magic from the horror and the madness that runs rampant
items; more than any other feature, mazes and tunnels from a rift in reality. In an alien environment such as
might delay a leader’s intervention and in those cases, another plane, a fighter tends to be wary–but undaunted.
the ability to heal yourself without any help from oth- As he attains higher levels, planar adventures grow
ers becomes crucial. more frequent; a fighter may never feel as at ease on
another plane as a warlock or a wizard, but he nonethe-
A fighter on the planes less maintains a practical attitude, dismissing any cos-
Not all fighters can tell the difference between the mic wonder and focusing on the need at hand. When
faerie land and the dark realm, nor can their mundane any certainty seems to crumble and natural laws are
minds grasp the essence of the astral vault’s eternal subverted by planar senselessness, a fighter’s down-to-
quiet or of the elemental mayhem’s restless maelstroms. earth attitude might be an island of sanity.
A FIGHTER’S RACE
17
or with enemies close at hand, a dwarven fighter’s skill is Eladrin: Descended from the fey creatures of the
unequalled. Dwarves tend to use heavy armor, since they faerie land, eladrin have an innate, almost unearthly
suffer few of the drawbacks other races would. They grace that they can also express in their mastery of
traditionally wield axes and warhammers, but nothing spears and in their deadly and elegant fencing tech-
prevents them from using flails, swords or any other niques. Before battle, an eladrin fighter stands silent as
weapons they like. A dwarf’s fortitude is legendary, but a quiet pond and still as an ancient tree. Then, when
only those who have seen them in action know that the the moment to attack comes, he unleashes upon his
legends are not exaggerated. To a stalwart dwarf, all other foes a relentless assault as fierce as the fury of the
fighters look frail, lazy or, at best, out of shape. seasons: first they wash over their targets like a storm of
Military arts are an ancient tradition to dwarves, merciless blows, then they weaken them with a flurry
as well as a matter of honor. Dwarven mausoleums of aimed and precise stabs; then, when the opportunity
are filled with etchings showing the glorious battles arises, they land scorching and inexorable blows, and
of long ago, and even dwarven weapons and trinkets finally they finish them off with swings as unexpected
are decorated with runes describing their ances- as the wind and just as impossible to fend off.
tors’ deeds. Dwarves are masterful artillerists and Eladrin fighters are the undisputed masters of the
can design canny siege engines. Rams, catapults, and longsword. Their culture has perfected this weapon’s
other machines born of this race’s military genius style to the point that all members of this race are
are unique works. The mere presence of one of these required to train in its use. In combat, a silent eladrin
wondrous machines along with a platoon of fully fencer moves at a startling speed, marking his enemy
Chapter 1: A Fighter's Role
armored dwarven soldiers is enough to make even the before it can realize what hit it. Eladrin weapons and
most hardened defenders consider surrender. armors are much like pieces of art, combining effective-
ness and sturdiness with a design of unequalled el-
egance. Metal and silver scales are forged together
to form thin steel plates, which are then carved
and decorated by the best eladrin crafters with
natural symbols and arcane glyphs.
Eladrin fighters do not fear magic; indeed,
they know how to make good use of it
during a fight. Their fey step racial power
allows them to move safely and swiftly,
appearing behind a foe or near a friend
in need. An eladrin army induces fear
and awe in their foes. A noble ghaele’s
standard is a rallying point to many
ancient heroes, whose mere presence
can send enemy warriors fleeing in fear.
Whether they are simple foot soldiers
or renowned duelists, eladrin fighters
are always known for their fierce will and
unequalled technique, and are feared by all
their enemies.
Elves: Generally, those elves who
follow the path of war tend to become
rangers. Still, sometimes an elf opts to
become a fighter. These elves always stand
out among martial heroes of other spe-
cies and demonstrate unexpected bravery.
Their innate perception and balance are
a great advantage in battle, as their keen
senses and the full control they have
over their bodies allow them to get
a better grasp of the surrounding
Claudio Casini
A human fighter is different from his elven and dwarven colleagues in many aspects.
18
ing all their weapons’ properties, and they can just as often proves their last one. These small fighters’ tricks
easily use the battlefield to their own advantage, push- can put any enemy on its knees, forcing it to regret the
ing their foes onto difficult areas that they can cross inaccuracy of its judgment.
without a problem. Humans: The sheer desire burning in the human
Their speed also makes up for the penalties they heart is a powerful driving force when it comes to war,
suffer from heavy armor; when even one square al- so many humans choose the way of the fighter out of
lows you to gain a better position, this benefit can ambition or greed. Still, whether they pursue a noble
make all the difference. Anyway, elves tend to favor end or fight only for their own sake, human fighters are
suits of armor that allow them to make good use of capable and adaptable combatants. Their many trials
their high Dexterity bonuses, as most of them can have taught them to constantly strive to improve their
rely on this innate high ability. position, and they often develop a reputation as awe-
Half-elves: Half-elves are displaced travelers who some or fearless fighters. In a world ruled by violence, a
absorb and study other cultures’ traditions, trying to human choosing the fighter’s path has a good chance to
extrapolate the best elements without adopting them stand out of the crowd and attain true greatness.
in their entirety. Half-elven fighters also benefit from Humans can adapt so quickly to different situations
this racial custom when it comes to choosing their that they can readily make good use of any available
fighting styles. Their innate empathy is a great asset weapon or armor. Human armies are usually made of
in any battle, as it allows them to anticipate their foes’ many different cadres, from common corps such as in-
actions and to react at peak efficiency. They learn to fantry and cavalry to more exotic ones such as crossbow-
19
FIGHTERS AND OTHER CLASSES
No fighter could vanquish the perils of an adventure Rogue: Fighters usually scorn those who resort
by himself. Strong and resilient as he might be, he to tricks and deceptions to defeat their foes; still, they
will always need trustworthy allies to help him and must admit the utility of a rogue’s exploits. When a
companions that can sustain him when his consider- fighter learns to fight alongside one of these nimble
able resources begin to run dry. A fighter can interact strikers, the resulting duo is a deadly combination few
in many ways with the rest of the party, especially enemies can withstand. Rogues and fighters are usually
with members of certain classes; still, a few recurring complementary outside combat as well. They often
themes can help you to roleplay a fighter character have many common goals in their adventures, and
and to flesh out his interactions with his companions. equally share dangers and rewards (at least as long as
Cleric: The cleric is one of the fighter’s best allies. the rogue does not try to cheat the fighter). A fighter
Not only she is a trusted companion in a melee, her and rogue’s friendship usually springs out of their
prayers can ensure many different benefits, remove penchant for action, rather than actual respect. Fighters
harmful conditions, and neutralize many enemy attacks. tend to see rogues as con men making a living out of
In addition, a cleric’s stamina allows the fighter not to lies, while rogues can hardly understand the discipline
worry too much about her well being, at least for a few and dedication that seem so important to fighters.
rounds. Whereas clerics rely upon their divine patron’s Warlock: If magic can scare a fighter off, a warlock’s
might, fighters tend to rely on their own abilities, but pact leaves him aghast. Although a few might appreci-
Chapter 1: A Fighter's Role
the latter are wise enough not to easily dismiss a god’s ate a warlock’s willpower and courage, most fighters
favor. A fighter can simply acknowledge a cleric’s might, think warlocks are doomed, deluded fools: What sense is
but, especially if they worship the same god, the fighter there in selling your soul just to get a fleeting morsel of
may hold his clerical companion in awe. power? A warlock’s spells are at worst frightening to a
Paladin: A fighter does not fully understand a fighter’s eyes, and at best unsettling. Although a fighter
paladin’s holy fervor. He does not doubt a paladin’s and a warlock might forge a lasting friendship, doubts
martial prowess and considers him a powerful and and suspicions always gnaw at these relationships.
trusted ally, but at the same time he dislikes the Warlord: A fighter can gain huge benefits from
moralization a paladin always appends to the practical a warlord’s presence in the party. A warlord can grant
business of war. Regardless, when the need arises, a him important benefits even in the most tense and
fighter knows he can count on the paladin to provide crucial moment and can coordinate a fighter’s attack,
protection and to hold the line against incoming foes. skillfully directing him to make the most out of eve-
It hardly matters whether an enemy falls under a ry blow. A fighter and a warlord are usually bound
blade’s sheer force or under a sword filled with divine by a strong mutual esteem: When a warlord lacks
might; what matters is that the paladin stands at the the necessary strength to keep fighting, the fighter
fighter’s side without faltering. comes to his side; when the fighter is in a dire situa-
Ranger: A fighter is always ready to fight along- tion, it’s up to the warlord to bolster his resolve and
side a ranger, whose tenacity and mobility are seen to push him beyond his limits.
as invaluable assets. Much like a rogue, a ranger is Wizard: A fighter’s take on magic is controversial.
a good partner in combat. She can provide cover Some fighters are awed and cowed by magic, others hate
from behind with a volley of arrows, or stand at the it without reason and see it as a plague to be crushed.
fighter’s side wielding her twin blades, ready to strike Similarly, a fighter’s interactions with a wizard may vary
an unprotected spot in the enemy’s defense. A fighter greatly. Wizards, at least from a fighter’s point of view,
can rarely understand a ranger’s love for nature and are totally devoid of common sense and are perpetually
wilderness, as he favors more civilized places filled lost in their dissertations about nature, strange phenom-
with opportunities and profit. These diverging points ena and invisible or ethereal entities. Their hard studies
of view can produce misunderstandings, and more often keep them away from mundane reality, and many
than one fighter considers rangers lonely wanderers wizards neglect everything outside their field of study.
with a shady reputation. Still, those fighters who are Of course there are exceptions, but generally a fighter
not deceived by appearances, discover that a ranger tends to blame magic users for their lack of common
can be a faithful and silent ally, a shadow who sudden- sense. Curiously enough, the few friendships involving a
ly springs out, strikes at her foes, and quickly eludes fighter and a wizard focus on their differences: each one
their counterattacks. is intrigued by what the other symbolizes.
20
A FIGHTER’S ORIGINS
A fighter is not just a weapon expert. More than any- Suggested paragon paths: The paragon paths
thing else, he is the result of a history filled with too most suited for a fighter coming from the origin.
much violence and pain. A proper background is im- Benefit: Each origin includes some special ben-
portant to define what type of fighter your character is efits. They usually consist in adding a skill to the class
going to be: Did he learn to wield a weapon to protect skills list, a skill check bonus or a new language known.
his land from invaders? Or maybe he grew among a These rules need to be approved by the GM, but they
band of outlaws haunting the woods? Is he the second- give a character more depth without making the game
born in a noble family, or a humble slave who won his unbalanced.
freedom fighting in the arena?
You can choose your origins only at your charac- Armorer
ter’s creation: Different origins are often in tune with a Who can know weapons and suits of armor better than
certain building option for your character. Origins are a those who forge them out of raw metal and scorch-
new feature, introduced in this series of books, and they ing fire? An armorer is a true expert when it comes
provide a set of useful templates defining your charac- to equipment: He can easily assess a suit of armor’s
ter’s nature, past experiences and deepest motivations. sturdiness, a shield’s strength, or the technique used to
They include an essential background and a few guide- forge cold iron. Many armorers learn the basics of the
lines on how to roleplay a certain type of hero, and they military arts as they fulfill their duties, hanging around
21
Suggested build options: Armorer fighters usu- tradition feature competent authorities and suitable
ally opt for the exotic fighter build option (see below) structures to encourage their people to follow this
when they focus on the creation of fearsome and deadly path. Dragonborn mercenaries are known for their
weapons, or for the guardian fighter build option when experience and their unflinching bravery; dwarven foot
they focus on the crafting of impenetrable armors. soldiers form elite units and are formidably equipped.
Suggested paragon paths: Armorer fighters can Even halfling outriders and elven archers combine
freely follow any paragon path. In their early years, their typical guerrilla tactics with a careful application
many tunnel defenders (see Chapter 3: A Fighter’s of military strategies.
Path) worked as apprentices under the guidance of Suggested build options: Except perhaps the
another experienced armorer. brutal fighter and the transcendent fighter build op-
Benefit: An armorer can build weapons and tions (see below), a mercenary can follow any build
armor, if he has the necessary tools and raw materials option he likes.
to do so. It takes two days of work for each 10 gp of a Suggested paragon paths: A fighter with mer-
weapon’s basic price, and four days for a suit armor. cenary origins often chooses the arena idol or the
Such a weapon or armor’s cost is reduced by one third champion of honor paragon paths (see Chapter 3: A
of its usual market price. This benefit does not allow Fighter’s Path). The tunnel defender and the dragon-
the armorer to craft magic items, unless he knows all born myrmidon (for those fighters who belong to the
required rituals. respective races) are equally viable paragon paths.
Benefit: A mercenary gains a +1 bonus to all ini-
Mercenary
Chapter 1: A Fighter's Role
22
as he knows very well that words can be weapons as develops good stamina in order to survive the rigors of
effective as a sword. Still, he often makes sure that their a wild life, always on the run from his pursuers. She is
speeches are followed by a show of force. Such fighters better at fighting than at lying, so she does not have the
are proud and aloof, and tend to judge others by their necessary skill to maintain a second identity she could
rank, by the size of their holdings or by the number of use to hide and elude capture. Her prowess in battle, on
troops they can summon. the other hand, easily attracts followers and sympathiz-
Races: The above guidelines certainly apply ers sharing her ideals.
to human, dwarven, and eladrin fighters, races that Adventures: An outlaw’s cause –if she even has
feature a stable social structure and firmly believe in one– can be her motivation to become an adventurer.
the sacred values of lineage and dynasties. Elven and To obtain the resources required to face her enemies,
half-elven fighters, while staying faithful to ancient the evidence to clear her name or to unravel the plot
traditions, are usually moved by a greater individual- that drove her to banditry are all good examples of a
ism; they do not care as much for the formal rules so good-aligned outlaw’s motivations. On the other hand,
typical of these origins. The same applies to halfling preying on tax convoys, planning kidnappings and
fighters, as they are a race that dislikes any form of murders for hire are tasks not above an outlaw with-
hereditary authority–if not authority in general. Drag- out scruples. Even a simple goal like fleeing the place
onborn civilization, on the other hand, closely follows where she is wanted might be sufficient reason to take
the military model and holds a dynasty’s purity in part in the adventures that fate sends her way.
great esteem. Nonetheless, members of this fierce race
Outlaw
Out of choice or necessity, some fighters end
up wielding their weapons for
illegal purposes. Still, this does
not necessarily mean their moral
choices are despicable or condem-
nable. An outlaw might be the peo-
ple’s hero, if she fights to overthrow
a tyrannical and unjust ruler; on the
other hand, if she is a murder-
Claudio Casini
predestined fighter. Whether he is the descendant of threats and foes without ever giving up or fearing defeat.
a great hero of old or a humble figure grown in a re- Roleplaying: A predestined fighter of any social
mote land, a predestined fighter can feel that he has a background stands out from his peers because of his
greater purpose in life and heeds the call to fulfill that evident aura of innate superiority. He knows he is
24
destined to greatness, tends to have a high opinion of Adventures: A fighter hailing from this background
himself and considers his role crucial in the outcome of rarely becomes an adventurer just for love of excitement.
events. This does not mean that a predestined fighter The trials and tribulations she had to endure during her
looks down on his companions, only that he tends to training have left a permanent scar on her, branding her
act dramatically, as if his every action determined the soul with pain and loss. Many recruits emerge from their
fate of many. A predestined fighter can use any type training abruptly changed, torn between the hardships
of equipment, but to him, his weapons will always be of their crucible and the impossible need to return to
instruments of fate rather than mundane items. their previous peaceful lives. Sometimes, adventuring is
Races: Each race has their own view on fate, ac- an easy way out of this conflict.
cording to their traditions and customs. Eladrin and Roleplaying: Recruits tend to live day by day:
elves, for instance, think that their fate is deeply en- They were forced to forget all their certainties when
twined with the faerie land’s pattern, and that they are they left the safety of their city walls, and they know
but delicate leaves hanging from an invisible and ma- that an adventurous life can lead to an untimely death.
jestic branch. Dwarves and dragonborn look at their Some recruits become disillusioned and pessimistic;
lives through a lens of pride and fatalism, dreaming to others, gifted with a more cheerful streak, eagerly face
attain an exalted goal and look back at their past as a their challenges so that they might shed their reputa-
model example. Tieflings at turns fear and covet the tion as rookies. Unlike a mercenary, a recruit tries to
dark destinies they see for themselves. Only human maintain a solid relationship with non-combatants as
and halflings, among all races, have a more open vi- well; she likes to deal with normal people, often more
25
life and death. Their very lives belong (or used to belong) the most of their inner fury: the arena idol (see Chapter
to a master, usually a despotic one who never cared about 3: A Fighter’s Path). Others, though, put to good use
their safety. Slave fighters are suspicious or downright their experience in the army and choose the champion of
hostile to strangers, as they always fear being subjected honor path, serving a more generous and nobler patron.
to new humiliations and abuses. Some rise above their Benefit: You gain a +2 bonus to Endurance and
station, becoming virtuous and fearless in the face of Streetwise checks.
hardship. Others only care about regaining or maintain-
ing their beloved freedom, no matter who gets hurt in Specialist
the process, or perhaps about vengeance against their Some fighters stand out from their peers because of their
masters. Slave fighters may lack traditional training, but specific proficiencies or their peculiar role in a fight-
they fight with fierce determination and without caring ing force: a sniper, a halberdier, an artillerist, and a flayer
about extreme consequences, because they know too well armed with a spiked chain are all examples of specialists.
the consequences of failure. Slave fighters do not rely A fighter with these origins has spent his life training
too much on equipment: They have learned to defend in the use of an unusual weapon or to perform exploits
themselves with what they have, and to attack with crude impossible for most combatants. A specialist is a deter-
and improvised weapons; some of them, especially gladi- mined hero, but he is not a versatile combatant; he can
ators, have learned to fight with their bare hands or have never stray too far from the field of action he chose to
become proficient with rare and exotic weapons. specialize in, or from the goal he hopes to attain. A spe-
Adventures: Slaves can regain their freedom in cialist’s origins have a few common points with the mer-
Chapter 1: A Fighter's Role
two ways: Their master can grant them freedom, or cenary, but there are also many differences: Whereas the
they can escape where he will not be able to reach former has turned war into a job and into his recurring
them. Both options are excellent reasons to become lifestyle, the latter seeks to further perfect his own skills
adventurers. In addition, a slave fighter might want to and martial discipline with little care for profit or military
exact revenge on those who imprisoned him, or even organizations. Whatever the focus of his specialization, a
become a liberator bent on saving other innocents from specialist fighter can expect to be widely sought after, and
the fate he had to endure. well paid, by those who require his peculiar skills.
Roleplaying: Whatever his motivations might be, a Adventures: To a specialist, fighting is more than a
slave fighter is a combination of might and fury. Attain- job, it is an art form. His driving ambition is to become
ing great strength and outstanding physical prowess is the ultimate wielder of a specific weapon. A fine repu-
his main concern; all other considerations –technique, tation and a display of unmistakable skills ensure that
equipment, allies– come second. Even the most loyal the specialist will never run out of missions, as wealthy
slave fighter is often torn by suspicion and cynicism. In patrons and lord commanders seek his services.
time, he would like to be able to trust others, but he also Roleplaying: A specialist fighter is ready to do an-
fears he could be betrayed and imprisoned again. Some ything to reach the peak of his proficiency, and avoids
slave fighters can never recover from this abiding fear. wasting his time with missions unrelated to his goals.
Races: Unfortunately, few races have completely left He feels fulfilled only when he can show his superior-
behind the gruesome practice of slavery, either as victims ity, either in using his favored weapon or in deploying
or as slavers. Only elves, eladrin and halflings explic- an otherwise untenable strategy. A specialist is usually
itly condemn this practice, as to these races individual very focused on his role and tends to use more than
freedom is the greatest good. In many human cultures, his share of jargon to emphasize the importance of his
on the other hand, slavery is not only tolerated, it is con- skills; at his most extreme and pedantic, he may seem
sidered a fundamental source of income. Dwarves may to speak an entirely different language!
approve certain forms of slavery, but they would never let Races: Every culture has their specialist fighters.
prisoners fight for them. Even a dragonborn that lost his While human combatants with these origins are usually
honor might find himself under the yoke of slavery, but foot soldiers or cavalry focused on a specific category
when she is the one holding the chain, she tries to show of weapons (such as fusiliers, halberdiers, and so on),
at least some respect even to the humblest of her serv- other races tend to define broader categories, based on
ants. Among tieflings, though, slave fighters are a com- more unusual criteria, such as the ability to face many
mon resource, mere tools in the hands of powerful devils. foes at once, the ability to penetrate enemy defenses
Suggested build options: Slave fighters, especially or to engage a foe on a difficult terrain. Dragonborn
those fighting in the arenas, are used to fight unarmed, fighters count many soldiers specialized in two-handed
or armed with unusual and devastating weapons. Their heavy blades; these specialists are meant to cut off
favored build options are the brutal fighter and the enemy polearms to clear the way for cavalry and con-
exotic fighter (see below). ventional forces. These weapons’ weight and size ensure
Suggested paragon paths: Fighters with the slave that only the most powerful and feared infantry will be
origins favor the paragon path that allows them to make able to use–namely, the dragonborn infantry.
26
Suggested build options: Specialist fighters are as these cultures encourage charity and mutual support
well represented by the great weapon fighter, exotic to their most unfortunate. Among humans, half-elves,
fighter, heavy throwing fighter, and mounted fighter and halflings, though, these origins are quite common.
build options (see below). Halflings who lost everything because of war usu-
Suggested paragon paths: Specialist fighters usu- ally react with a fierce desire for vengeance, although
ally follow those paragon paths that allow them to excel the pain they have endured may dissuade them from
in the use of their favorite weapon or in melee combat, taking up arms when it is not necessary. Dragonborn
such as the eladrin blade, fusilier, infallible thrower, survivors, on the other hand, believe they are veritable
lord of chains or whirlwind dervish paragon paths (see pariahs and leave their homes looking for a chance to
Chapter 3: A Fighter’s Path). redeem themselves, as if staying alive when their loved
Benefit: You must select a weapon your fighter is ones fell were some sort of shame.
specialized in, such as a short sword or a spear. Once Suggested build options: A survivor fighter can
per day, you can reroll an attack roll you have just made follow any path and runs the gamut of all the available
with that weapon before the results are announced. You combat techniques and fighting styles. He can choose any
must use the second result, even if it’s lower. build option available, without any particular preference.
Suggested paragon paths: Survivor fighters can
Survivor follow any paragon path they like.
War always brings death and destruction. Legions of Benefit: When a survivor fighter is dying, he
nameless humans die every day for the whims of the must fail his saving throw against death four times
27
Races: Half-elven and halfling fighters often hail Suggested build options: The mounted fighter
from these origins; their traditions hold individual free- and ranged fighter (see below) are the most suitable
dom in high esteem, and encourage all fighters to free build options for a wanderer.
themselves from society and any standing authority. Suggested paragon paths: Wanderers prefer
Humans are social beings and tend to seek the com- those paragon paths that allow them to move as freely
pany of their kin; thus, except a few rare cases, they do as possible in and out of combat. A wanderer may
not remain alone for a long time. Dwarves consider the become a knight errant or a whirlwind dervish, others
life of a wanderer an undignified choice, a waste of time choose the ultimate duelist paragon path (see Chapter
and energies. Tieflings, eladrin, and elves, on the other 3: A Fighter’s Path).
hands, often share a strong bond with the wilderness Benefit: You learn an additional language of your
and the open road, and their personal stories often choice, add Nature to your class skill list, and gain a +1
begin with these origins. bonus to Nature checks.
28
Chapter 1: A Fighter's Role
A heavy thrower can easily handle axes and throwing hammers.
engage an advancing enemy in a melee, he must still stop dom and Dexterity scores as well. Of course, her powers
it somehow. When he chooses his equipment, he favors will include those that require the use of a mount.
all weapons with the heavy thrown property, such as axes Suggested feat: Mounted Combat (Human feat:
and throwing hammers, and he always keeps a second Defensive Mobility)
weapon close at hand, to replace the first he has thrown. Suggested skills: Athletics, Endurance, Heal
Strength remains his most important ability score, and Suggested at-will powers: cleave,mounted rush strike*
Constitution comes second, as it is vital to obtain those Suggested encounter power: covering attack
feats that improve his favorite weapons’ effectiveness. A Suggested daily power: knight’s surge*
heavy throwing fighter chooses powers that will be useful
both in melee and ranged combat, favoring those exploits Ranged Fighter
that make the most use of axes and throwing hammers. Ranged attacks are not necessarily beyond the scope of
Suggested feat: Still Hand† (Human feat: Far a fighter. A ranged fighter is a fine defender, as he can
Throw) rely on high defenses and good attack scores, but before
Suggested skills: Athletics, Endurance, Intimidate entering a melee, he prefers to soften his foes with an
Suggested at-will powers: cleave, sure strike effective ranged volley. A ranger may fire half a dozen
Suggested encounter power: dazing blow* arrows in every direction at once, but he can only hope
Suggested daily power: brute strike to inflict flesh wounds. A ranged fighter, on the other
hand, fires one single bolt with such a strength that it
Mounted Fighter might fell a foe by itself. His weapon of choice is usu-
Although a mounted fighter cannot always fight while ally a long bow or a crossbow; as these are two-handed
mounted, most of her tactics are nonetheless focused on weapons, his melee weapons will also be two-handed,
the presence of her trusty steed. A mounted fighter can and he will keep them close at hand, ready to draw
Andrea Longhi
choose a one-handed weapon, a shield and a heavy armor, them at an instant’s notice. Thus, a ranged fighter
as she does not need to worry about speed penalties. In does not use a shield and wears light or heavy armor.
addition to a high Strength score, she needs good Wis- Strength and Dexterity are equally important to him.
29
His powers run the gamut of all available attack powers, can rely on arcane powers that will assist him in
and include both melee and ranged exploits. combat. This fighter cannot and does not want to
Suggested feat: Defensive Mobility (Human feat: become a controller; he only uses magic to enhance
Far Shot) his effectiveness in combat. If he chooses to wield an
Suggested skills: Athletics, Heal, Intimidate implement, he will have to give up his shield (unless
Suggested at-will powers: sure strike, surging arrow* he’s using the safeguard shield implement featured
Suggested encounter power: dazing blow* in The Quintessential Wizard) ; in this case, the pos-
Suggested daily power: fiery weapon* sibility of provoking attacks of opportunity with his
spells when he is engaged in a melee requires a good
Transcendent Fighter improvement of his AC, possibly by wearing heavy
Some rare warriors may not have a legendary strength armor. Wisdom and Intelligence might not be as im-
and ignore any type of formal training, and yet they portant as Strength and Dexterity, but they become
show an uncanny gift for weapons and an innate very important abilities to an arcane fighter. He can
perception of the art of war. Their bodies are not hulk- choose whatever power he fancies, from sheer attack
ing masses of muscles and fury, but one look in their powers to those meant to hinder, slow or confuse
eyes will be enough to spot the gleam of victory. These more enemies at once.
fighters are driven by a fire that goes beyond physi- Suggested feat: Arcane Initiate (Human feat:
cal prowess or military logic; they win their battles Defensive Mobility)
through a mysterious combination of determination, Suggested skills: Athletics, Heal, Intimidate
Chapter 1: A Fighter's Role
luck, and heroism. A transcendent fighter does not fo- Suggested at-will powers: readied thrust*, sure
cus on a specific weapon and rarely chooses a superior strike
weapon to fight; she favors military weapons instead, Suggested encounter powers: magic missile (bo-
especially the most accurate ones. A melee weapon nus power from Arcane Initiate), steel serpent strike
combined with a shield or a couple of weapons with Suggested daily power: villain’s menace
different properties are her most recurring options.
Strength remains her most important ability, although Consecrated Fighter
she must ensure good Wisdom and Charisma scores; A consecrated fighter is an inspired combatant,
the latter may not always be crucial in combat, but it blessed by her cult’s ministers to guide a crusade in
can enhance certain powers. the name of their shared beliefs; like a paladin, she is
Suggested feat: Alertness (Human feat: Action ready to bravely face any danger for the greater glory
Surge) of her god; unlike a paladin, though, she remains a
Suggested skills: Athletics, Endurance, Heal soldier that does not wield divine magic and prayers,
Suggested at-will powers: cleave, sure strike but keeps relying on her weapon’s martial power.
Suggested encounter power: reckless assault* She plays the role of defender by the numbers, using
Suggested daily power: comeback strike heavy armor and shield to protect herself and attack-
ing with a reliable and effective melee weapon. When
MULTICLASS BUILD allocating her ability scores, Strength should come
OPTIONS first, followed by either Wisdom or Charisma, with a
This section features build options designed for char- good score for Constitution as well. Her best choice of
acters who have acquired a class-specific multiclass feat powers include exploits that allow her to attack mul-
(see the D&D 4E Player’s Handbook). All seven possible tiple enemies and prayers that support her personal
combinations are considered and closely examined, survival and fighting prowess.
guiding a player’s choices so that he will be able to Suggested feat: Soldier of the Faith (Human feat:
optimize the benefits he gains from abilities and class Human Perseverance)
features acquired from other classes. Suggested skills: Endurance, Heal, Intimidate
Suggested at-will powers: cleave, reaping strike
Arcane Fighter Suggested encounter power: man-at-arms’ fear-
Even without pondering the uncertain and mysteri- some strike*
ous ways of wizards, a fighter can add a little magic Suggested daily power: villain’s menace
to his attacks to make them more potent or versatile.
Maybe an arcane fighter’s blade can better pen- Devoted Fighter
etrate his enemy’s defenses, or his armor is a sturdier A devoted fighter is a warrior serving a church or a
barrier between his body and incoming blows. His specific deity’s cult. He might be a temple guard, a
very martial gestures may be followed by a wake of priest’s armed escort, or a man-at-arms particularly
magical energy. Whatever the case, an arcane fighter respectful of religious duties. He is not pervaded by
30
divine powers, but his life as a combatant is dedi- Suggested skills: Endurance, Intimidate, Street-
cated to his faith and its precepts nonetheless. He wise
is free to choose any weapon he likes, although such Suggested at-will powers: cleave, reaping strike
fighters tend to fight defensively and thus favor Suggested encounter powers: steel serpent strike
heavy armor and shields. Wisdom and Strength (star pact and infernal pact) or man-at-arms’ fearsome
should be his best scores, followed by Constitution. strike* (fey pact); dire radiance (star pact) or hellish
His best exploits are also those with a defensive rebuke (infernal pact) or eyebite (fey pact) (bonus power
flavor, whose purpose is to protect the fighter or his from Pact Initiate)
companion or heal their wounds. Suggested daily power: brute strike
Suggested feat: Initiate of the Faith (Human feat:
Human Perseverance) Stealthy Fighter
Suggested skills: Endurance, Heal, Intimidate A stealthy fighter is a soldier who learned a few dirty
Suggested at-will powers: sure strike, tide of iron tricks: She is more agile than a heavy man-at-arms
Suggested encounter power: covering attack and more cunning than a common member of the
Suggested daily power: comeback strike local militia. She strikes fast in the hopes her foes
will not be able to return the favor. A stealthy fighter
Errant Fighter maintains good mobility on the battlefield, wears
An errant fighter adds to her martial training all the light armor and carries a light shield. To her, the
talents she requires to survive in the midst of track- best weapons are crossbows, slings, and light blades,
31
A FIGHTER’S POWER Chapter 2
T he situation looked bleak. Half the adventurers had been paralyzed by the touch of the ghouls; their still-
mobile companions reeled before the undead horde, a gruesome tide of claws and twisted limbs.
Riglen swore through clenched teeth; for each walking corpse he sent back to oblivion, two took its
place, erupting from the nearby alcoves.
Going through the crypt tunnels to pass the border had not been a good idea. Oh, they had bypassed the sen-
tries of the enemy army and had even cut a few days from their travel time, but, once again, following Sheran’s
suggestions had put the party in grave danger.
Riglen heard the hiss of ghoulish jaws behind him. Just in time, he thrust his shield out to parry the corpse’s
bite. He blocked it, aye–and he bashed his foe’s head with his shield again and again, until only greenish goo
on the nearby wall remained.
Even as he pressed his advantage and shoved his way into the enemy line, the fighter realized his companions
could not follow. The moaning mass of enemies pressed them too close.
And he was leaving them behind!
As though to remind him, Ashgara’s desperate cry pierced the stale air. Riglen spun. He tried to spot the warlock, but
the undead blocked his view; he grabbed the closest one’s shoulder, ignoring the disgusting chill of its rotten flesh, and
pulled it onto his outstretched blade. He cast the now inanimate corpse aside and sought his imperiled companion.
The press opened enough for him to see Ashgara’s robes torn by the monsters’ claws. The tiefling’s legs were redder
than her usual ruddy skin, and as her blood pooled beneath her, ghoulish maws opened in slavering anticipation.
Not on Riglen’s watch!
He stretched his arms and tightened the grip on his weapons; he had to find enough room to put his best exploits to use.
He focused his mind on the techniques he had learn in many exhausting training sessions; thrust, feint, parry,
swing, and then the falcon’s stance.
First he slipped between two foes, pushing them aside with his sheer strength; then, momentarily free, he spun shield
and blade about him, pushing, slashing and tripping foe after foe, his own safety forgotten. Even the mindless
undead reeled before the assault, their muscles remembering the fear their dead minds could not.
But at last, too soon, one of them caught its balance. It twisted inside Riglen’s swing, and he felt its claw-like
fingers dig into the mail beneath his shoulder. He felt as though the strength were fleeing his sinews, as though
he were already dead. His eye twitched as the cold of the grave shot through his nerves.
So much easier, then, to give in. He was already dead. At least dying here, he would not be without a good
fight afterwards.
So much easier.
Ashgara lay prone a few feet away, a ghoul perched atop her helpless body.
So much easier, aye–for a lesser man than Riglen.
He kneed the ghoul hard enough to leave a red ruin where his armor punched through its rotting flesh. As it fell
away, he began to swing his sword. The first pass beheaded the ghoul that had almost slain him. It was only the
beginning. His whirlwind technique had to be as subtle as a breath and as powerful as a tornado.
Ghouls and parts of ghouls flew from his blade; none of the corpses still moved when he finally stopped his spin. Ashgara’s
assailant was the last, but even it barely had time to raise its desiccated skull to see the sword arcing through its chest.
Looming over the corpses, spattered with their long-dead blood, Riglen threw back his head and roared a
triumphant laugh.
When he looked down and met Ashgara’s gaze, the fighter could hardly tell if the woman was more
shaken by the fate he’d rescued her from, or by her rescuer.
32
Francesco Graziani
A FIGHTER’S POWER
When the fight begins and blades are crossed, a fighter
unleashes his full potential and turns into a veritable
h Merciless Wound Fighter Attack 1
Your attack seems to inflict only a flesh wound, but it leaves a
engine of destruction. Stalwart, fierce and relentless, long trail of blood.
he is the opponent no enemy would ever want to face. At-Will ✦ Martial, Weapon
He can unleash unerring strikes and devastating at- Standard Action Melee weapon
tacks, he uses exploits no enemy can hope of eluding Requirement: You must be wielding a light blade, a flail, or a pick.
for long and he boasts powers that ensure him near- Target: One creature
invulnerability. A fighter’s repertoire makes him the Attack: Strength vs. AC
leading element in any combat situation. The battle is Hit: 1[W] damage, and the target takes ongoing damage
fought on more than one front, of course: A wizard can equal to your Dexterity modifier (save ends).
block a few foes, and rogues and clerics can coordinate Increase damage to 2[W] at 21st level.
their moves to dispatch a particularly nasty creature.
But they can do this only because of a fighter’s offen-
sive power and protection, two unyielding certainties
h Mounted Rush Strike Fighter Attack 1
Your steed’s mighty leap breaks the enemy’s defense.
that are the foundation of a mighty wall built with his At-Will ✦ Martial, Weapon
powers and cemented with his expertise at using them Standard Action Melee weapon
Chapter 2: A Fighter's Power
at the right moment. Prerequisite: You must have the Mounted Combat feat.
In this book, at-will powers are marked with a h Requirement: You must be on a mount.
symbol, encounter powers with a p symbol, and daily Target: One creature
power with a r symbol. Attack: Strength + 1 vs. AC
Hit: 1[W] + half your Strength modifier + half your mount’s
NEW FIGHTER POWERS Strength modifier damage.
A fighter can select the following new exploits once he Increase damage to 2[W] + half your Strength modifier + half
reaches the appropriate level, just as he can those featured your mount’s Strength modifier damage at 21st level.
in the D&D 4E Player’s Handbook. A fighter’s exploits
represent the techniques he has mastered and define the
way he approaches combat, allowing him to impose his
h Readied Thrust Fighter Attack 1
Your attack is preceded by a cunning sequence of feints and
undisputed martial supremacy over the battlefield. swings, and your expertise easily overcomes the enemy’s reflexes.
34
Chapter 2: A Fighter's Power
Merciless Wound
35
p Reckless Assault Fighter Attack 1 r Fiery Weapon Fighter Attack 1
Your heedless aggression might be dangerous–but is it more A flint, a cloth dripping oil–it doesn’t take magic to make fire.
dangerous to you, or to your enemy? Daily ✦ Fire, Martial, Reliable, Weapon
Encounter ✦ Martial, Weapon Standard Action Melee or Ranged weapon
Standard Action Melee weapon Target: One creature
Target: One creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Attack: Strength + 1 vs. AC Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
Hit: 2[W] + Strength modifier + Charisma modifier damage. Dexterity modifier damage (ranged), and ongoing 2 fire
Effect: You grant combat advantage to your target until the damage (save ends).
end of his next turn.
r Forge’s Lightning Fighter Attack 1
Level 1 Daily Exploits Like a hammer on the anvil, your weapon falls on the enemy
and blinds it with raining sparks.
r Battle Hubris Fighter Attack 1 Daily ✦ Lightning, Martial, Weapon
One enemy is not enough to you; you love the thrill of being Standard Action Melee weapon
surrounded by foes, the better to prove your supremacy. Requirement: You must be wielding an axe, a hammer, a
Daily ✦ Martial, Weapon mace, or a heavy blade.
Standard Action Melee weapon Target: One creature
Primary Target: One creature you have marked Attack: Strength vs. AC
Chapter 2: A Fighter's Power
Attack: Strength vs. AC Hit: 2[W] + Strength modifier lightning damage, and the
Hit: 2[W] + Strength modifier damage. Make a secondary target is blinded until the start of your next turn.
attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Charisma vs. Will
Hit: The target is marked until the end of your next turn.
Roberto Pitturru
Fiery Weapon
36
r Knight’s Surge Fighter Attack 1 r Vulture’ Stubborn Grip Fighter Utility 2
As you urge your mount forward, you unleash an unstoppable You have grappled your foe, and now it is not going anywhere!
attack against your foe. Daily ✦ Martial
Daily ✦ Martial, Weapon Immediate Reaction Personal
Standard Action Melee weapon Trigger: After successfully grappling a creature, a forced
Prerequisite: You must have the Mounted Combat feat. movement moves you or the grappled creature beyond
Requirement: You must be on a mount. your reach, ending the grapple.
Target: One creature Prerequisite: You must be trained in Endurance.
Effect: You gain a bonus to your attack roll equal to half your Effect: Make a Strength check against the grappled creature’s
mount’s Strength modifier until the end of the encounter. Fortitude defense. If you are successful and the forced
Attack: Strength vs. AC movement moved you, the grabbed creature slides the
Hit: 2[W] + Strength modifier damage. same amount of squares in your direction. If you are suc-
cessful and the forced movement moved the grappled
Level 2 Utility Exploits creature, you slide the same amount of squares in its di-
rection. If you fail the check, you do not hold the grab.
p Falcon’s Unavoidable Grip Fighter Utility 2
In an unarmed grapple, your grip cannot be broken. Level 3 Encounter Exploits
Encounter ✦ Martial
Immediate Reaction Personal p Archer’s Heavy Volley Fighter Attack 3
37
p Mounted Reaver Fighter Attack 3 r Shooter’s Barricade Fighter Attack 5
Your blow brings your mount’s full weight down on the enemy. A rain of arrows separates you from the enemy’s front line,
Encounter ✦ Martial, Weapon preventing any striker from advancing.
Standard Action Melee weapon Daily ✦ Martial, Weapon
Prerequisite: You must have the Mounted Combat feat. Standard Action Area burst 1 within 10 squares
Requirement: You must be on a mount. Requirement: You must be wielding a ranged weapon.
Target: One creature Target: Each creature in burst
Attack: Strength vs. AC Attack: Dexterity vs. Reflex
Hit: 1[W] + your Strength modifier + your mount’s Strength Hit: 1[W] + Dexterity modifier damage.
modifier damage. Effect: Your arrows rain down on the power’s area. Any
creature that enters the area or starts its turn there takes
p Sworn Hate Fighter Attack 3 damage equal to 1[W] + your Dexterity modifier. The
Normally, you would remain cool, calm, and in control in bat- cloud of arrows persists until the start of your next turn.
tle; but when an enemy cracks that shell, your vengeance will Sustain Standard: The effect continues, and you can move
be terrible. the power’s area up to a maximum of 2 squares.
Encounter ✦ Martial, Stance, Weapon
Minor Action Ranged visual
Target: An enemy you have marked
Hit: Until the end of the encounter, the target can make a
Chapter 2: A Fighter's Power
My Weapon,
My Armor
38
r Torturer’s Mark Fighter Attack 5 r My Weapon, My Armor Fighter Utility 6
A cunning fighter can easily detect his enemy’s weak spots: At the last moment, you intercept and deflect a blow that
You know how to deal grievous wounds, pushing your weapon would have pierced your armor.
deep inside to leave your foe screaming in pain. Daily ✦ Martial
Daily ✦ Martial, Weapon Immediate Interrupt Personal
Standard Action Melee weapon Trigger: An enemy hits you with a melee attack
Prerequisite: You must be trained in Heal. Effect: You make a melee attack roll and use the result of
Requirement: You must be wielding a light blade. your roll instead of your AC against the enemy attack.
Target: One creature
Attack: Strength vs. AC Level 7 Encounter Exploits
Hit: 2[W] + Strength modifier damage. Make a secondary
attack against the target. p Dragon’s Flame Fighter Attack 7
Secondary Attack: Wisdom vs. Fortitude Dashing oil on your blade, you turn it into a flaming brand like
Hit: Ongoing 5 + Wisdom modifier damage (save ends), a dragon’s jaws.
and the target is weakened until the end of your next turn. Encounter ✦ Fire, Martial, Weapon
Miss: Half damage, and no secondary attack. Standard Action Melee weapon
Target: One creature
Level 6 Utility Exploits Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 fire
39
p Troll’s Double Claws Fighter Attack 7 r Wyvern’s Outflanking Fighter Attack 9
Like a fierce troll, you slash your enemy from both sides and Your first swing strikes the enemy with the swiftness of a claw,
grow stronger at each assault. then you suddenly move behind it and finish it with a fierce stab.
Encounter ✦ Healing, Martial, Weapon Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon Standard Action Melee weapon
Requirement: You must wield two melee weapons. Requirement: You must be wielding a light blade or a spear
Target: One creature (not a polearm).
Attack: Strength vs. AC (main weapon and off-hand weapon), Target: One creature
two attacks Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage per attack. If you hit Hit: 2[W] + Strength modifier damage.
the target with both weapons, you gain regeneration Effect: You can shift a number of squares equal to your Strength
equal to your Constitution modifier until the end of your modifier. If you end your movement in a square adjacent to
next turn. the target and you are on the opposite side or corner from
Sustain Standard: When you sustain this power, you can where you started, make a secondary attack against the same
repeat the attack. You cannot sustain this power more target with the benefit of combat advantage.
than three rounds, and you cannot sustain it if you do not Secondary Attack: Dexterity vs. AC
hit your target with both weapons. Hit: Ongoing 5 + Strength modifier damage (save ends),
and the target grants you combat advantage until the end
Level 9 Daily Exploits of your next turn.
Chapter 2: A Fighter's Power
40
Alberto Bontempi
Deforming Impact
r Resist Toxic Fumes Fighter Utility 10 p Dire Gallows Fighter Attack 13
No dirty trick will work on you; you will wreak terrible retribu- Your weapon opens a gruesome wound on your foe, and you
tion against your foes, for the insidious tools of cowardly al- raise your enemy above your head using your weapon as a lever.
chemists and sneaky poisonous assassins cannot hurt you. Encounter ✦ Martial, Weapon
Daily ✦ Martial Standard Action Melee weapon
Immediate Interrupt Personal Requirement: You must be wielding a polearm.
Trigger: You are hit by an attack that deals acid or poison Target: One creature
damage Attack: Strength vs. AC
Effect: You gain resist acid or poison 10 + Constitution mod- Hit: 2[W] + Strength modifier damage, and the target is
ifier until the start of your next turn. The type of damage pulled into the space you occupy and immobilized 1
is the same of the attack that hit you. square above the ground until the start of your next
Sustain Minor: If the attack that hit you deals ongoing acid turn. At the start of your next turn, the target shifts into a
or poison damage, you keep the benefit of resistance for square adjacent to you and falls prone to the ground.
another round.
p Smite the Reckless Fighter Attack 13
r Unending Bolts of Hope Fighter Utility 10 Those who consider you easy prey and rush to attack you will
Your companions hear the hissing arrows soaring over their soon find out that they have made a fatal error.
heads and know that their enemies will have to look out for Encounter ✦ Martial, Weapon
the volley. Your allies can now attack and defend themselves Immediate Interrupt Ranged weapon
Chapter 2: A Fighter's Power
42
r Fatal Defensive Flaw Fighter Attack 15 r Prepare to Assault Fighter Utility 16
With a swift series of feints and attacks, you distract your en- Your rugged willpower allows you to ignore pain and to
emy and leave it totally unprepared for the next assault. launch an irresistible assault.
Daily ✦ Martial, Weapon Daily ✦ Martial
Standard Action Melee weapon Minor Action Personal
Target: One creature Effect: You use a healing surge, but you do not regain any
Attack: Strength vs. Reflex, three attacks hit point; instead, you gain an amount of temporary hit
Hit: 1[W] + Strength modifier damage per attack, and the points equal to 1d6 + your Constitution modifier and
target takes a cumulative -2 penalty to AC and Reflex resist all damage equal to your Constitution modifier
defense for each successful attack until the end of your until the end of the encounter.
next turn.
p Unyielding Warrior Spirit Fighter Utility 16
r Fatal Hesitation Fighter Attack 15 Your spirit is as strong as your body, and no incantation will
As your enemy looks around and plans its next move, you exploit break it; your steps are unstoppable, your soul is incorruptible
its hesitation to deal a harrowing wound and leave it stunned. and your mind is unconquerable.
Daily ✦ Martial, Weapon Encounter ✦ Martial
Immediate Reaction Melee weapon Immediate Interrupt Personal
Trigger: One creature delays its action Trigger: You are hit by an attack that deals force, necrotic, or
Target: The delaying creature psychic damage
43
p Seismic Wave Fighter Attack 17 Level 19 Daily Exploits
You strike the ground before you with all your might,
knocking your enemies to the ground from the shockwave. r Painful Harpoon Fighter Attack 19
The echoing vibrations leave all other foes staggering on the The enemy’s charge is broken by your sharp weapon, whose
battlefield. shaft raises the creature above your head and drops it on the
Encounter ✦ Martial, Weapon other side of the battlefield.
Standard Action Close blast 2 Daily ✦ Martial, Weapon
Requirement: You must be wielding a hammer or a mace. Immediate Interrupt Melee weapon
Target: Each creature in blast Trigger: One creature charges you and is within your reach
Attack: Strength vs. Fortitude, Reflex Requirement: You must be wielding a polearm.
Hit (Fortitude): If the attack hits against the target’s Forti- Target: The creature that is charging you
tude defense, it takes 1[W] + Strength modifier damage Attack: Strength vs. AC
and it is dazed until the end of your next turn. Hit: 3[W] + Strength modifier damage. You slide the target
Hit (Reflex): If the attack hits against the target’s Reflex in a position adjacent to you, on the side or corner oppo-
defense, it takes 1[W] + Strength modifier damage and is site the space it just left; the target is knocked prone.
knocked prone.
Special: You make only one attack per target, but compare r Taste My Steel! Fighter Attack 19
that attack result against both defenses. A target might You step forward and snarl a threat at your foe, then sink your
be subject to any or both the effects, depending on how blade into its body with all your strength.
Chapter 2: A Fighter's Power
Roberto Pitturru
Seismic Wave
44
r You Are Cornered Fighter Attack 19 p Weapon Master’s Exploit Fighter Utility 22
No enemy can escape when you are determined to bring it to heel. You spin your weapon with uncanny skill and speed, forming
Daily ✦ Martial, Reliable, Weapon a shifting curtain of steel around you. A true weapon master
Standard Action Melee weapon deflects, parries, repels, and then strikes. And he strikes hard.
Target: One creature Encounter ✦ Martial
Attack: Strength vs. Reflex Minor Action Personal
Hit: 3[W] + Strength modifier damage, and you slide the Prerequisite: You must have proficiency in the weapon you
target to a square adjacent to the closest obstacle within are wielding.
5 squares from the target (if the target is already adja- Effect: Until the end of your next turn, you add your weap-
cent to an obstacle, it does not move). Then you slide on proficiency bonus to damage rolls, AC, and Reflex
to a square adjacent to the target, on the opposite side defense.
from the obstacle. Sustain Minor: You cannot sustain this power more than
Weapon: If you wield a polearm or a spear, the target is three times, and you cannot sustain it if you are bloodied.
restrained until the start of your next turn.
Effect: Until the end of the encounter, each time you are Level 23 Encounter Exploits
adjacent to the target and on the opposite corner or side
from an obstacle, you gain combat advantage against p Bonecrushing Knockdown Fighter Attack 23
the target. You pull your enemy to you, then leap on it and use your
own weight to slam it to the ground. Then you move to the
Level 22 Utility Exploits
45
Level 25 Daily Exploits r Shake the Earth Fighter Attack 25
The very ground trembles beneath your power: Those who try
r Chilling Execution Fighter Attack 25 to surround you are thrown from their feet by a sudden quake.
With startling brutality, you execute one enemy in front of its Daily ✦ Martial, Weapon
allies, driving them to despair. Standard Action Close burst 2
Daily ✦ Fear, Martial, Psychic, Reliable, Weapon Requirement: You must be wielding a hammer or a mace.
Minor Action Close burst 4 Target: Each creature in burst
Trigger: You kill one creature with a coup de grace Attack: Strength vs. Fortitude
Prerequisite: You must be trained in Intimidate. Hit: 3[W] + Strength modifier damage, and the target is
Target: Each enemy in burst you can see knocked prone and is dazed until the end of your next turn.
Attack: Strength vs. Will Miss: Half damage, and the target is slowed until the end of
Hit: 2d6 + Charisma modifier psychic damage. The target your next turn.
must shift one square away from you if possible, and it is
dazed until the end of your next turn. Level 27 Encounter Exploits
r Flensing Whirlwind Fighter Attack 25 p Concussion Arrows Fighter Attack 27
Your whirling blades open a thousand cuts on the enemy with Each fired arrow is stronger than the last, forcing the enemy to
a flurry of unbelievable strength and accuracy. fall back.
Daily ✦ Martial, Reliable, Weapon Encounter ✦ Martial, Weapon
Chapter 2: A Fighter's Power
Marina Costa
Skewer of Doom
46
p Relentless Cleaver Fighter Attack 27 r Gamble with Death Fighter Attack 29
Your blade cuts the enemy’s flesh down to the bone, disrupting Before collapsing, you deal one last decisive blow.
muscle and sinew. Daily ✦ Martial, Weapon
Encounter ✦ Martial, Weapon Standard Action Melee weapon
Standard Action Melee weapon Requirement: You must be bloodied.
Requirement: You must be wielding an axe or a heavy blade. Target: One creature
Target: One creature Attack: Strength vs. AC
Attack: Strength vs. AC Hit: 10[W] + Strength modifier damage.
Hit: 4[W] + Strength modifier damage, and the target is Miss: Half damage.
weakened (save ends). Effect: You are unconscious (save ends).
47
MARTIAL RITUALS
Wizards and clerics might believe they are unequalled MARTIAL RITUALS BY LEVEL
in their mastery of rituals, but they are gravely mistak- Lvl Ritual Key Skill
en. Of course, the elaborate rituals unleashing arcane 2 Gladiator’s Immortal Blood Heal
or divine energies remain their specialty, but this does 4 Body and Spirit’s Harmony Heal
not mean that weapon masters are oblivious to martial 5 Indomitable Strength Athletics
secrets that can produce equally extraordinary results. 6 Battle Premonition Endurance
Training, concentration, exhausting practice, and 12 Death Oath Intimidate
especially the unyielding determination to defeat your
enemy: This is what allows the best fighters to push Battle Premonition
themselves beyond a mere mortal’s limits and allows When a fighter can no longer count the hours he spent
them to turn their bodies into invincible weapons. A training and his mind is as sharp as the blade he wields, no
martial ritual book can be found among the treasure of enemy can surprise him. In his mind, the incoming fight is
a cruel veteran, while a martial scroll might be penned like a page of history already written, and he knows how
by a wise duelist before a fight to the death that will to counter each threat with appropriate force.
demand a performance never seen before.
The following martial rituals are exclusively meant Level: 6 Component Cost: 140 gp
for fighter characters and follow the usual format and Category: Divination Market Price: 360 gp
Chapter 2: A Fighter's Power
rules featured in the D&D 4E Player’s Handbook, with a Time: 1 hour Key Skill: Endurance
few exceptions. First, in order to master and perform a Duration: 24 hours (no check)
martial ritual, a character must have the Ritual Warrior (special)
feat (described in Chapter 4: A Fighter’s Feat) instead
of the Ritual Caster feat. Second, a martial ritual’s cat- You intensify your concentration and ready yourself
egory might belong to skills other than the typical ones to react to any sign of danger. For the next 24 hours,
associated to that category (for instance, an Exploration or until the next extended rest, whichever comes first,
ritual could be associated with the Athletics skill, in you have a fleeting vision of the first attack you will be
addition to Arcana, Nature, or Religion). involved in (specifically, the scene of a specific attack
The rules concerning the components re- form that will target you).
quired to perform a martial ritual are the same First, in that fight you will gain a +5 bonus
described in the D&D 4E Player’s Handbook to Insight and Perception checks to avoid
(see Component Cost). being surprised. Second, during that
The martial rituals listed below fight, the first time you are hit by
are not exhaustive; the GM is an attack, you can force the
free to create new martial attacker to reroll the attack
rituals for his characters roll and to accept the
as he sees fit. second result.
Andrea Sorrentino
48
Body and Spirit’s Harmony USING MARTIAL RITUALS
You anoint your body with fine oils and unguents that help The martial rituals featured in this chapter may only be
you find balance and concentration. used with the GM’s approval. Although they follow the
ritual rules featured in the D&D 4E Player’s Handbook,
Level: 4 Component Cost: 35 gp they are mostly meant for those fighters who want to
Category: Exploration Market Price: 175 gp be fully prepared to face a decisive fight. The GM may
Time: 30 minutes Key Skill: Heal not allow the use of these rituals in mundane situations;
Duration: 1 hour indeed, he may limit them to special occasions, such
as a long-expected duel with the fighter’s nemesis or a
You are looking for a physical and inner balance that combat held in a crowd-filled arena yelling the names
will allow you to face the imminent fight with calm de- of the two combatants. For the same reason, a GM may
termination. When the ritual is completed, make a Heal prevent a fighter from performing a martial ritual each
check. The check’s result determines the ritual’s effect. morning, before he begins his adventures; such a use of
these rituals would be a denaturalization of their origi-
Heal Check Result Effect nal purpose, which is allowing the fighter to perform at
9 or less None his best in a moment of extraordinary need.
10-19 +1 to Fortitude, Reflex and Will defenses
20-29 +2 to Fortitude, Reflex and Will defenses
30 or more +2 to Fortitude, Reflex and Will defenses and Heal Check Result Effect
1d6 additional hit points to the amount 9 or less None
49
A FIGHTER’S PATH Chapter 3
T he tieflings seemed to rise from shadows surrounding Riglen, their horned features weirdly illuminated by
the dim, harsh lighting of the alley.
Under his worn cloak, the fighter had already lain his hand on the hilt of his sword. He was searching
the slums to learn who was behind the fire that consumed the Sellsword’s Bride, the inn he and his companions were
staying for a few days. In a few hours, Sheran had gathered the necessary information and found out the arsonists
were a band of outcast tieflings called the Stray Ones.
Riglen suspected he’d found them.
“You, there,” the gang leader called. “Don’t you know it’s dangerous to stay in Dodeas’ ghetto after sunset?”
“We don’t like meddlers,” a second tiefling added.
“Especially if they are meddling in our business,” concluded the third.
“I am not here to fight you,” Riglen said. “I only need a few answers.”
The thugs stared silently at him for a moment, then laughed. Riglen found the situation every bit as amusing; he
joined their sardonic laughter.
That quieted them quickly enough. When they fell silent, the fighter let his own laughter die and said, “Now that
we’re such friends–who hired you to burn down the Sellsword’s Bride?”
“I don’t know what you’re talking about, friend, but don’t push your luck. Drop your money to the ground and be
gone, and maybe you’ll leave on your own legs. Keep snooping around, and we’ll have to teach you a few manners.”
“I have no time to lose,” Riglen said. “Give me the name and I’ll leave you alone.”
Without warning, a thug’s blade flashed forward. Although the thrust was swift and accurate, it only pierced
Riglen’s cloak, scraping against the plate armor he wore beneath.
“Who do you think you are?”, the outlaw snarled, fixing the fighter with a coal-red stare. “This is our territory! All
you’ll get tonight is a painful death and an unmarked grave!”
“Are you sure of that?” He hurled his torn cloak back to bare his wargear.
The outlaws’ eyes rested for a few tense moments on the iron symbol engraved on his helmet: a roaring lion with a
crimson blade in his paws. That was the Blood Lion’s symbol, mark of undisputed masters of the arena, gladiators
known for their boldness.
One of the tieflings swore and charged Riglen. With single twist of body and cloak, Riglen disarmed him,
knocked him to the street. Before the thug could grope for his blade, Riglen reversed it and thrust its point into
the outstretched hand.
“I’ve seen that move before,” one of the still-standing thugs hissed. “He’s the Ironwall Arena idol! He strangled
an ogre!”
“Are you sure?” the leader asked, eyeing his writhing, bloodied lackey.
“I saw him with my own eyes, while I was pickpocketing the audience. You don’t easily forget such a scene.”
The tieflings gulped and stepped back.
Riglen gave a little bow, only incidentally grinding the blade deeper in the palm of the fallen thug. “Now that the
introductions are over, gentlemen, I trust I can count on your cooperation?”
50
Andrea Sorrentino
ARENA IDOL
“Never mind your weapon’s sharpness or your armor’s r Study Your Foe Arena Idol Utility 12
thickness. In the arena, only one thing counts: victory!” You watch your enemy as he moves and you gain defensive
benefits from its mistakes.
Prerequisite: Fighter class Daily ✦ Martial
No Action Personal
An arena idol lives for the roaring crowd that celebrates Effect: Gain a power bonus to your initiative check equal
his newest victory and is considered a champion of to half your level. Use this power after rolling your initia-
gladiatorial games. An arena idol is a fighter who does tive check. In addition, you gain a +1 power bonus to AC
not fear death, and who more than anyone else has until the end of the encounter. If you use a shield, the
learned that toil and pain are his life’s main driving bonus increases to +2 and it also applies to your Reflex
forces. defense.
52
Attributes and Skills: Iegor operates at peak
physical efficiency, but he is also troubled by his past.
Although he is not cultivated and knows nothing of
manners, he is no fool.
Values and Motivations: Iegor cannot escape the
shadows of his past. His main limit is his belief that he
has no other alternative to the blade; the callous façade
he puts up in every adventure is actually an emotional
shield to avoid further suffering.
Behavior: Iegor is stubborn, aggressive and fierce;
and yet, these flaws cannot hide a valiant soul. Unfortu-
nately, he likes to drink away the ghosts that haunt his
memories.
Useful Knowledge: Iegor is an experienced
athlete. After spending his youth in the arena’s forges,
he knows the properties of the most common weapons
and armor like the back of his hand. His experience
as an enforcer also enables him to gather information
quickly, especially in the underworld.
53
BATTLE COMMANDO
“I can bypass your soldiers’ ranks as easily as I can pierce
the rings of your chainmail. In either case, I win!”
r Breach Enemy Ranks Battle Commando Attack 20
You hurt and confound your enemy, taking advantage of its
confusion to reach a better position.
Prerequisites: Fighter class, Sneak of Shadows feat Daily ✦ Martial, Weapon
Standard Action Melee weapon
Battle commandos are canny fighters specialized in Target: One creature
breaching enemy ranks to spread death and chaos. Attack: Strength vs. Reflex
Once they have penetrated the heart of enemy defenses, Hit: 3[W] + Strength modifier damage, and you push the
they hold their captured positions and put up a fierce target a number of squares equal to your Strength
fight rather than sneaking back to the shadows from modifier and knock it prone. Each enemy adjacent to
whence they came. Commandos are fearless fighters the square where the target is pushed is knocked prone
who use their mobility to be at the center of any battle. as well.
54
Quorwar Grayvale Level 15 Soldier
Medium natural humanoid, elf fighter XP 1,200
Initiative +12 Senses Perception +11; low-light vision
HP 133; Bloodied 66
AC 30 (31 with light shield); Fortitude 27, Reflex 27 (28 with
light shield), Will 26
Speed 7
m +3 Longsword (standard; at-will) ✦ Weapon
+19 vs. AC; 1d8 + 9 damage.
r +3 Intangible Longbow (standard; at-will) ✦ Weapon
+20 vs. AC; 1d10 + 11 damage.
R Surging Arrow (standard; at-will) ✦ Martial, Weapon
Range 20/40; +18 vs. AC; 1d10 + 14 damage.
R Cover Retreat (standard; encounter) ✦ Martial, Weapon
Range 20/40; +20 vs. AC, one attack against one, two, or
three creatures; 2d10 + 11 damage. Each ally of Quorwar
adjacent to the target can shift 4 squares.
M Treacherous Steel (standard; encounter) ✦ Martial,
Weapon
55
CHAMPION OF HONOR
“There is only one way to know which of us is in the right: a
fight to the death. Don’t you want to find out?”
r Executioner’s Blow Champion of Honor Attack 20
With a swift and brutal blow of your weapon, you maim your
enemy.
Prerequisite: Fighter class Daily ✦ Martial, Weapon
Standard Action Melee weapon
A champion of honor is a formidable fighter sworn to Target: One creature
enforce justice with his weapons, as cruel and brutal as Attack: Strength +2 vs. AC
that justice might be; he lives a life of violence, tak- Hit: 4[W] + Strength modifier damage, and the target takes
ing part in contests of honor and loyalty and duels to ongoing 5 damage (save ends).
the last blood. When he is not dueling for his or his
liege lord’s sake, a champion of honor trains to use any Gorngrin Bullbreaker,
weapon, no matter how commonplace or exotic, to en-
sure he is never unable to give satisfaction under even
Champion of Honor
Occupation: Gorngrin has survived countless bat-
the most unusual conditions. tles that have hardened him in body and spirit. Before
finally pledging his loyalty to the Goldenspear Thane,
Champion of Honor Path Features the dwarf traveled the world far and wide, defending
Challenge to the Last Blood (11th level):
Chapter 3: A Fighter's Path
56
Gorngrin Bullbreaker Level 20 Soldier M Executioner’s Blow (standard; daily) ✦ Martial, Weapon
Medium natural humanoid, dwarf fighter XP 2,800 +27 vs. AC; 4d12 + 13 damage, and the target takes
Initiative +11 Senses Perception +13; low-light vision ongoing 5 damage (save ends).
HP 181; Bloodied 90 Armed Trap (immediate interrupt; daily) ✦ Martial, Weapon
AC 35; Fortitude 34, Reflex 28, Will 30 Requires a shield or a melee weapon; Gorngrin takes
Saving Throws +5 against poison effects damage from a melee attack; Gorngrin reduces taken
Speed 5 damage by 10, and the enemy that dealt the damage is
m +4 Terror Greataxe (standard; at-will) ✦ Weapon restrained until the end of Gorngrin’s next turn.
+25 vs. AC; 1d12 + 13 damage. See the D&D 4E Player’s Iron Warrior (minor; daily) ✦ Healing, Martial
Handbook. See the D&D 4E Player’s Handbook.
M Reaping Strike (standard; at-will) ✦ Martial, Weapon Stand Your Ground
+25 vs. AC; 1d12 + 13 damage. Miss: 5 damage. See the D&D 4E Player’s Handbook.
M Here Waits Thy Doom (standard; encounter) ✦ Martial, Alignment Unaligned Languages Common, Dwarven
Weapon Skills Endurance +22, Intimidate +15
+25 vs. AC; 3d12 + 13 damage, and the target takes a -2 Str 21 (+15) Dex 13 (+11) Wis 16 (+13)
penalty to Will defense until the end of Gorngrin’s next turn. Con 21 (+15) Int 12 (+11) Cha 11 (+10)
M Exorcism of Steel (standard; encounter) ✦ Martial, Weapon Equipment +4 dwarven scale armor, +4 terror greataxe,
+25 vs. Reflex; 2d12 + 13 damage. See the D&D 4E Player’s ironskin belt (lvl 15)
Handbook.
57
DRAGONBORN MYRMIDON
“My breath strikes like lightning and can consume you like
a fire. My scales are as hard as any armor. I was born to
r Jormungand’s Assault Dragonborn Myrmidon Attack 20
You charge a foe and pummel it with a flurry of blows, just like
fight, it is my destiny!” a raging dragon.
Daily ✦ Martial, Weapon
Prerequisites: Dragonborn, fighter class Standard Action Melee weapon
Target: One creature
Dragonborn myrmidons decided to dedicate their lives Attack: Strength vs. AC
to battle, honing their bodies, minds and spirits to excel Special: You must charge as part of this attack.
in hand-to-hand combat. When their draconic herit- Hit: 1[W] + Strength modifier damage, and you push the
age awakens, they become unequalled killing machines target 1 square, and shift into the space that the target
and can combine breath and steel to lay waste to their vacated. Make a secondary attack against the same target.
enemies. Secondary Attack: Strength -2 vs. AC
attack with your Dragon Breath racial power, you add Tertiary Attack: Strength -4 vs. AC
half your level to the damage roll. Hit: 3[W] + Strength modifier damage, and the target is
Threatening Action (11th level): When you knocked prone.
spend an action point to make an attack that hits, that
attack deals extra damage equal to your Charisma Trakosar Garkr,
modifier, and you can push the target 1 square. If you Dragonborn Myrmidon
intimidated the target in the encounter, you can push it Occupation: Trakosar’s home town, standing on
a number of squares equal to your Charisma modifier. the banks of a vast swamp, was attacked and razed to
Ancestral Fury (16th level): When bloodied, you the ground by the black dragon Ssyrmix and his hordes
gain a +2 bonus to saving throws against fear effects of lizardmen. Those grim days left an indelible mark on
and to Fortitude and Will defense. the dragonborn’s soul, and now Trakosar only wishes to
kill the monsters and liberate his ancestors’ city. Under
Dragonborn Myrmidon Exploits the tutelage of the legendary warlord Dunsaurus,
Trakosar has become a formidable warrior who has put
p Wyrm’s Tail Dragonborn Myrmidon 11 aside any thought of joy and now lives only for revenge.
You unleash a might tail sweep as strong as a dragon’s tail, Physical Description: Trakosar is an awesome
pushing your enemy back. sight. His reddish scales are thicker on the chest
Encounter ✦ Martial, Weapon and shoulders, and the crown of pointed quills
Standard Action Melee weapon growing around his neck gives him an authoritative
Target: One creature and regal aura.
Attack: Strength vs. AC Attributes and Skills: Trakosar is wise and strong.
Hit: 2[W] + Strength modifier damage, and you push the Although he is not very agile or swift, few can compete
target 2 squares. with him in a melee.
Weapon: If you’re wielding a maul or a warhammer, the Values and Motivations: Trakosar is determined
target is dazed until the end of your next turn. to defeat his clan’s nemesis. Although this quest might
cost his life, he is willing to forfeit it, as he knows the
p Frightful Presence Dragonborn Myrmidon Utility 12 memory of his deeds would live on for ages as the
Your enemies fear you and keep away from you. height of honor.
Encounter ✦ Fear
Standard Action Close burst 5
Target: Each enemy in burst
Effect: The target is pushed 1 square and takes a -2 penalty
to attack rolls (save ends).
58
Behavior: This fighter acts solemnly and honor- Dragonborn Fury (only when bloodied)
ably with anyone, especially those whom he considers See the D&D 4E Player’s Handbook.
his rivals; he saves his most bitter criticisms for himself. C Dragon Breath (minor; encounter) ✦ Fire
Useful Knowledge: Outside a fighter’s ordinary Close blast 3; +28 vs. Reflex; 2d6 + 11 fire damage.
skills, Trakosar has very little useful knowledge, except Alignment Lawful Good Languages Common, Draconic
perhaps a good knowledge of draconic physiology and Skills Endurance +19, Intimidate +17 (+19 in combat)
tactics. Str 23 (+16) Dex 11 (+10) Wis 14 (+12)
Mannerisms: Trakosar speaks with a grim voice. Con 19 (+14) Int 12 (+11) Cha 15 (+12)
When he is worried, he lets out a long, tense hiss. Equipment +4 flamedrinker plate armor, +4 dragonslayer
Origins: Trakosar has selected the specialist’s falchion
origin (see Chapter 1: A Fighter’s Role). Trakosar is
specialized in the falchion. Once per day, he can reroll
an attack he has just made with the falchion. He must
use the second result, even if lower.
59
ELADRIN BLADE
“My enemies’ armor cannot shield them from my magic, and r Dancing Cusps Eladrin Blade Attack 20
their spells shatter like glass under my dancing blades!” You assault your enemy with a storm of blows, performing an
elaborate martial dance. Once you have worn them down, you
Prerequisites: Eladrin, fighter class, Arcane Initiate feat teleport to elude any retaliation and take a defensive posture.
Daily ✦ Arcane, Weapon
Eladrin blades are extraordinary fighters; they com- Standard Action Close burst 1
bine their skill with blades and spears with a specific Primary Target: Each enemy in burst that you can see
knowledge of battle teleportation. Their foes are often Attack: Strength vs. AC
overwhelmed by a fierce flurry of unexpected blows Hit: 2[W] + Strength modifier damage.
and deadly spells. Effect: Until the start of your next turn, adjacent enemies may
be subject to a secondary attack.
Eladrin Blade Path Features Secondary Target: An enemy adjacent to you who at-
Assault Action (11th level): When you spend an tempts to move.
action point to take an extra action, you can teleport 3 Secondary Attack: Strength vs. AC
squares, but you must end your movement in a square Hit: 1[W] + Strength modifier damage, and the target is
adjacent to an enemy. immobilized until the end of your next turn.
Keen Implement (11th level): You can use any Effect: If you have made at least one secondary attack, at
Chapter 3: A Fighter's Path
longsword or spear as if it were the implement you the start of your next turn you can teleport a number of
selected to cast your wizard or eladrin blade spells. squares equal to your Intelligence modifier (minimum 1).
Cutting Eclipse (16th level): When you vacate a
square by teleporting, enemies adjacent to that square Gilriel Baranruin,
take damage equal to your Intelligence modifier and Eladrin Blade
are dazed until the end of your next turn. Occupation: Gilriel leads the Wildshadows, a
band of eladrin rebels fighting against the tyranny of
Eladrin Blade Spells the evil fomorian king Tanfann. The despot overrun
Gilriel’s home town, Ravenwood, usurping the rightful
p Surging Spear Eladrin Blade Attack 11 ruler’s throne and imprisoning him in the bowels of the
When you point your weapon at the enemy, you unleash a earth. Gilriel was part of a family working to overthrow
shockwave that hurts them and knocks them down. Tanfann, and when their conspiracy was revealed, the
Encounter ✦ Arcane, Implement, Strength fomorian’s wrath forced Gilriel and his brothers to go
Standard Action Close blast 3 underground.
Target: Each creature in blast Physical Description: Gilriel is tall and lean. His
Attack: Intelligence vs. Reflex blonde hair and his dark eyebrows frame two blank
Hit: 3d6 + Intelligence modifier force damage, and the tar- green eyes. His voice is barely a whisper, but it is as cut-
get is knocked prone. ting as a sword’s edge.
Special: If you selected the Eladrin Soldier feat, you can add Attributes and Skills: Gilriel is a formidable
your +2 feat bonus to the damage roll. fighter; strong, agile and swift. He only lacks a little
sympathy. His heart has grown so hard that he often
r Unstoppable Alloy Eladrin Blade Utility 12 appears cold and uncaring.
You infuse your sword or spear with eldritch power. Now, no Values and Motivations: Gilriel is not an evil per-
enemy will be able to resist your weapon. son: He does not inflict pain without reason; he is too
Daily ✦ Arcane stern, though, and he often shows little respect for the
Minor Action Personal needs of others. He thinks only one race can rightfully
Effect: Until the end of the encounter, your attacks with a rule the faerie land, and he fiercely hates all fomorians,
longsword or a spear ignore the enemies’ resistances. cyclopses and their minions.
60
Behavior: Aloof but never arrogant, Gilriel looks C Vorpal Tornado (standard; encounter) ✦ Martial,
elusive even in a conversation or in a calm moment. Weapon
Useful Knowledge: Gilriel is knowledgeable Close Burst 1; +23 vs. AC; 1d8 + 11 damage. See the D&D
about fey secrets and magic. 4E Player’s Handbook.
Mannerisms: This eladrin often turns his back to M Fatal Hesitation (immediate reaction; daily) ✦ Martial,
those he deems unworthy of his attention, although he Weapon
makes sure that this scorning gesture will not expose A creature delays its action; the creature delaying its
him to unnecessary dangers. During the night, when action; +25 vs. AC; 2d8 + 11 damage, and the target loses
none can hear him mourning, he sings a dirge for the its next standard action. Miss: Half damage.
loved ones that fell in battle against the tyrant. Unstoppable Alloy (minor; encounter) ✦ Arcane
Origins: Gilriel has selected the outlaw’s origin Until the end of the encounter, Gilriel’s attacks made with
(see Chapter 1: A Fighter’s Role). He adds Perception a longsword or a spear ignore enemy resistance.
and Stealth to his class skills list, and he gains a +1 Unyielding Warrior Spirit (immediate interrupt; encounter)
bonus to Perception and Stealth checks. ✦ Martial
Gilriel is hit by an attack that deals force, necrotic, or
Gilriel Baranruin Level 18 Soldier
psychic damage; Gilriel gains resist force, necrotic, or
Medium natural humanoid, eladrin fighter XP 1,400 psychic 12 until the end of his next turn. The type of
Initiative +14 Senses Perception +16; low-light vision damage is the same of the attack that hit him. If the attack
HP 158; Bloodied 79 inflicts a condition of dazed, dominated, immobilized,
AC 36; Fortitude 31, Reflex 32, Will 27
61
FUSILIER
“The thunder is followed by roaring flames and scorching r Artillery Salvo Fusilier Attack 20
lead. No enemy can withstand such power!” “Duck!”
Daily ✦ Martial, Weapon
Prerequisites: Fighter class, proficiency with muskets Standard Action Ranged weapon
Requirement: You must be wielding a musket.
Fusiliers are a unit’s elite gunners. They can quickly Target: One, two, or three creatures
draw and reload their muskets, using them to shoot Attack: Dexterity vs. Reflex, three attacks
distant enemies with deadly barrages, but they can also Hit: 2[W] + Dexterity modifier damage, and the target is
cut down enemies in close combat, thanks to the bayo- knocked prone.
nets they have mounted on their weapons.
Etiel Pyrard
Fusilier’s Path Features Occupation: Etiel is a young and promising
Fusilier’s Action (11th level): You can spend an cadet in the Silver Falcon Academy (an organization
action point to reroll an attack roll or a damage roll introduced in Chapter 6: Organizations). The son of a
with the musket, using the best result, instead of taking humble craftsman, he made the most of his experience
an extra action. as a gunsmith and earned himself a place in the ranks
Musket Expertise (11th level): You can switch of this prestigious military corps. He distinguished
Chapter 3: A Fighter's Path
a musket’s mode as a free action instead of a minor himself in a campaign against a kobold horde, then he
action. In addition, when making a ranged attack with returned to defend his city from the battlements and
a musket against an adjacent target, you do not provoke obtained the prestigious task of training new cadets.
opportunity attacks. Physical Description: Etiel is in perfect shape. His
Piercing Accuracy (16th level): When you score golden locks and his neat beard frame two dark green
a critical hit with a musket, you deal extra ongoing eyes. Etiel always wears his officer’s black and ochre over
damage equal to your Dexterity modifier (minimum 1; his brigantine and a fusilier’s plumed helmet.
save ends). Attributes and Skills: Etiel has excellent aim, and
he is also resilient and insightful.
Fusilier Exploits Values and Motivations: Etiel has earned both
his men and his superiors’ trust. He would never sway
p Pierce and Shoot Fusilier Attack 11 from his main objective: defending the city and repel
First you hit an enemy with your bayonet, then fire upon it at the attacks of the hated kobolds.
point-blank range. Behavior: This young fusilier, an open-minded
Encounter ✦ Martial, Weapon and cheerful person, is always ready to talk–except
Standard Action Melee weapon when he is on duty.
Requirement: You must be wielding a musket. Useful Knowledge: Not only is Etiel a good fusi-
Target: One creature lier, but as a member of the Silver Falcon Academy, he
Attack: Strength vs. AC has access to the most exclusive military and aristo-
Hit: 1[W] + Strength modifier damage (bayonet). Make a cratic circles.
secondary attack against the same target. Mannerisms: Etiel keeps his equipment in top-
Secondary Attack: Dexterity +2 against Fortitude notch condition, especially his musket; he thinks taking
Hit: 1[W] + Dexterity modifier damage (musket). care of his weapon is another way of expressing his
dedication to the army.
p Cloud of Powder Fusilier Utility 12 Origins: Etiel has selected the armorer’s origin
After firing a shot, your musket exudes a cloud of smoke that (see Chapter 1: A Fighter’s Role). If he has adequate
conceals you. tools and material, he can forge weapons and suits of
Encounter ✦ Martial, Weapon armor.
No Action Personal
Special: You can only use this power after you made a ranged
attack with the musket.
Requirement: You must be wielding a musket.
Effect: You and all creatures adjacent to you gain conceal-
ment until the start of your next turn.
62
Etiel Pyrard Level 15 Soldier A creature charges Etiel; the creature charging Etiel; +18
Medium natural humanoid, human fighter XP 1,200 vs. Fortitude; 4d6 + 10 damage, and after the attack the
Initiative +12 Senses Perception +10 target is slowed until the start of Etiel’s next turn. If the
HP 134; Bloodied 67 target ends its movement in a space where it can attack
AC 32; Fortitude 28, Reflex 28, Will 26 Etiel, it takes a -2 penalty to its charge’s attack roll.
Speed 6 R Deforming Impact (standard; daily) ✦ Martial, Weapon
m Bayonet set on the +3 Thunderburst Musket (standard; +18 vs. AC; 4d6 + 10 damage, and the target takes a -2
at-will) ✦ Weapon penalty to AC until the end of the encounter. Miss: Half
+17 vs. AC; 1d6 + 8 damage. damage.
r +3 Thunderburst Musket (standard; at-will) ✦ Weapon Cloud of Powder (no action; encounter) ✦ Martial, Weapon
+18 vs. AC (+21 within 7 squares); 2d6 + 10 damage. Requires a musket; Etiel must have just made a ranged
M Cleave (standard; at-will) ✦ Martial, Weapon attack with his musket; Etiel and all adjacent creatures
+17 vs. AC; 1d6 + 8 damage. See the D&D 4E Player’s gain concealment until the start of Etiel’s next turn.
Handbook. Encumbering Defense (minor; daily) ✦ Martial, Stance
M Flashing Steel (standard; at-will) ✦ Martial, Weapon Requires a two-handed weapon; Etiel gains a +3 power
Requires a light blade; +19 vs. Reflex; 1d6 + 8 damage. bonus to AC and to Reflex defense.
M Pierce and Shoot (standard; encounter) ✦ Martial, Alignment Unaligned Languages Common, Draconic
Weapon Skills Athletics +15, Heal +15, Streetwise +12
Requires a musket; +17 vs. AC; 1d6 + 8 damage. Etiel Str 17 (+10) Dex 20 (+12) Wis 16 (+10)
63
INFALLIBLE THROWER
“You hear the thunder after you see the lightning. My axe is
the same way–first you see its gleam, then you die!”
r Cry of the Titan Infallible Thrower Attack 20
Your thrown weapon falls upon the enemy like a titan’s maul.
Daily ✦ Martial, Weapon
Prerequisite: Fighter class Standard Action Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
An infallible thrower is a fighter specialized in heavy Target: One creature
thrown weapons. Thrown hammers and axes are like Attack: Strength vs. Fortitude
lightning in his hands; his assault is relentless and ac- Hit: 4[W] + Strength modifier damage, and the target is
curate. His rain of steel stuns, dazes and outright slays knocked prone.
the enemy in the blink of an eye. Weapon: If you attack with an axe, you gain a bonus to
64
Origins: Draatha has selected the outlaw’s origin that hit Draatha. Sustain Minor: If Draatha was hit by an
(see Chapter 1: A Fighter’s Role). She adds Perception attack that dealt ongoing acid or poison damage, Draatha
and Stealth to her class skills list, and she gains a +1 benefits of her resistance for another round.
bonus to Perception and Stealth checks. Dragonborn Fury (only when bloodied)
See the D&D 4E Player’s Handbook.
Draatha Koraxir Level 11 Soldier
C Dragon Breath (minor; encounter) ✦ Poison
Medium natural humanoid, female dragonborn fighter XP 600 Close blast 3; +21 vs. Reflex; 2d6 + 8 poison damage.
Initiative +7 Senses Perception +7 Alignment Unaligned Languages Common, Draconic
HP 105; Bloodied 52 Skills Athletics +15, Endurance +13
AC 29; Fortitude 27, Reflex 23, Will 22 Str 21 (+10) Dex 14 (+7) Wis 13 (+6)
Speed 5 Con 17 (+8) Int 11 (+5) Cha 14 (+7)
r +2 Lightning Axe (standard; at-will) ✦ Weapon Equipment +2 black iron scale armor, +2 lightning axe, +2
+17 vs. AC; 1d6 + 10 damage. resounding throwing hammer, bracers of the perfect shot (lvl 3)
M Cleave (standard; at-will) ✦ Martial, Weapon
+17 vs. AC; 1d6 + 10 damage. See the D&D 4E Player’s
Handbook.
R Bouncing Strike (standard; encounter) ✦ Martial, Weapon
Requires a heavy thrown weapon; range 5/10; +17 vs. AC;
2d6 + 10 damage and Draatha makes a secondary attack
against a target within 5 squares from the primary target.
65
KNIGHT ERRANT
“I am honor and wisdom and measure–or at least, I am the r Joust of Fate Knight Errant Attack 20
bold lance defending all three!” As you lower your helmet’s visor and charge your foe, you send
it feeling with one blow and trample everything that stands on
Prerequisites: Fighter class, Mounted Combat feat, your path.
proficiency with the lance Daily ✦ Martial, Weapon
Standard Action Melee weapon
A knight errant is an itinerant, equestrian warrior. He Requirement: You must fight on a mount and make a charge
does not fight for a liege lord, still less for coin. No, the as part of your attack.
knight errant fights for his own ideals of chivalry and Target: One creature
heroism. In some lands he is a quixotic figure sneered Attack: Strength vs. AC
at by cynical lords and played to advantage by grasping Hit: 3[W] + Strength modifier damage.
merchants, in others an idol swooned over by winsome Weapon: If you’re wielding a lance, the target is stunned
maidens and looked up to by eager lads. until the end of your next turn.
Effect: Each creature located on a square you pass through
Knight Errant Path Features is knocked prone if its size is the same as your mount’s or
Expert Jouster (11th level): When you are on only differs by one category (larger or smaller).
your mount, you gain a +2 bonus to saving throws to
Chapter 3: A Fighter's Path
avoid being knocked prone (see Mounted Combat in Sir Galan Celthor,
the D&D 4E Dungeon Master’s Guide). In addition, you Knight Errant
also gain a +1 bonus to attack rolls with your lance. Occupation: Galan is a knight errant who dedi-
Knight’s Action (11th level): When you spend cated his life to protect the helpless common folk of a
an action point to take an extra action, if you use that kingdom constantly besieged by orcish aggression. His
action to make a mounted attack, both you and your family was cursed by a cruel tattooed hexer (see The
mount can make an attack. Quintessential Wizard) who used his dark arts to ensure
Virtue of the Bold (16th level): You gain a +2 bo- that all male descendants would rapidly grow old.
nus to saving throws against charm and fear effects. Physical Description: Although Galan maintains
his body’s athleticism and as much of his youth as he
Knight Errant Exploits can, some telling signs reveal he is rapidly and un-
naturally aging. His shaven face frames two blue and
p Hippogriff’s Mark Knight Errant Attack 11 mournful eyes; his black hair shows stripes of gray and
Your attack is as sudden and deadly as the hippogriff’s claw has been long neglected because of his harsh life on
emblazoned on many a heraldic symbol. the road. Beneath his old plate armor, Galan wears a
Encounter ✦ Martial, Weapon padded jacket that has seen better days, emblazoned
Standard Action Melee weapon with his family’s symbol: a charger breaking her chains.
Target: One creature Fenaul, Galan’s beautiful mount, is a war horse (see the
Attack: Strength vs. AC D&D 4E Monster Manual).
Hit: 2[W] + Strength modifier damage, and the target is Attributes and Skills: Galan is wise and patient,
marked and dazed until the end of your next turn. and he has learned to endure even the harshest condi-
tions.
p Equestrian Boldness Knight Errant Utility 12 Values and Motivations: This man is a strong
With a swift tug at the reins and the spurs, you dodge a dan- believer in the ideals of chivalry, and he would be ready
gerous blow aimed at you or your mount. to die to show others and himself the true meaning
Encounter ✦ Martial of courage. He is always ready to stand for the weak
Immediate Interrupt Personal and downtrodden; still, he longs for a way to break the
Requirement: You must fight on a mount. curse plaguing him and his kin.
Trigger: An enemy’s attack targets your or your mount’s AC or Behavior: Galan is valorous and courteous. He
Reflex defense. always speaks gallantly, especially if he is speaking to
Effect: Make an Athletics check with a +5 power bonus. You a woman. He almost always distrusts spellcasters, as
can use the check’s result instead of the defense targeted he considers them treacherous and egotistical, if not
by the enemy. downright diabolical.
Useful Knowledge: Galan is a skilled rider and
his life as a knight errant gives him unequalled knowl-
edge of the region he has chosen to protect.
66
Mannerisms: Galan often raises his helmet’s sallet +23 vs. AC; 2d8 + 12 damage, and the target is marked and
to stare enemies in the eyes. When he does not have to dazed until the end of Galan’s next turn.
play the role of gallant warrior, he often hunches, as if M Talon of the Roc (standard; encounter) ✦ Martial, Weapon
he felt weak. +23 vs. AC; 3d8 + 12 damage. See the D&D 4E Player’s
Origins: Galan has selected the noble’s origin (see Handbook.
Chapter 1: A Fighter’s Role). He adds Diplomacy and M Dragon’s Fangs (standard; daily) ✦ Martial, Weapon
History to his class skills and he gains a +1 bonus to +23 vs. AC, two attacks against one creature or one attack
Diplomacy and History checks. against each creature; 3d8 + 12 damage. Miss: Half damage.
Equestrian Boldness (immediate interrupt; encounter) ✦
Sir Galan Celthor Level 16 Soldier
Martial
Medium natural humanoid, human fighter XP 1,400 Requires a mount; an enemy makes an attack against
Initiative +9 Senses Perception +10 Galan’s or Fenaul’s AC or Reflex; Galan makes an Athletics
HP 143; Bloodied 71 check with a +5 power bonus. He can use the check’s
AC 35; Fortitude 33, Reflex 29, Will 29 result instead of the attacked defense’s rating.
Saving Throws +2 against charm and fear effects Interposing Shield (immediate interrupt; encounter) ✦
Speed 5 (8 when mounting Fenaul) Martial
m +3 Lance (standard; at-will) ✦ Weapon See the D&D 4E Player’s Handbook.
+23 vs. AC; 1d8 + 12 damage. Alignment Good Languages Common, Giant
M Mounted Rush Strike (standard; at-will) ✦ Martial, Weapon Skills Athletics +14 (+16 when mounting Fenaul),
+24 vs. AC; 1d8 + 11 damage.
67
LORD OF CHAINS
“A spiked chain is as devious as a snake, and it answers my
commands as if I were a snake charmer.Taste its fangs and
r Iron Maiden Lord of Chains Attack 20
Your chain’s spikes fall on your enemy like rain, tearing its flesh
kneel before me!” and entrapping it. The more he struggles, the more the spikes
pierce his flesh.
Prerequisites: Fighter class, proficiency with spiked Daily ✦ Martial, Weapon
chains Standard Action Melee weapon
Requirement: You must be wielding a spiked chain.
Lords of Chains are master of one of the most exotic Target: One creature
weapons in the world. They spin their spiked chains as Attack: Strength +2 vs. AC
if they were natural extensions of their arms, and can Hit: 2[W] + Strength modifier damage, and the target takes
use the chains to trace elaborate defensive arabesques ongoing 5 damage and is slowed (save ends both).
and deadly attacks. Special: When the target succeeds on its saving throw, it
68
Mannerisms: Blasphaor always pats his spiked
chain’s rings; when he feels threatened; he puffs out his
chest and raises his voice.
Origins: Blasphaor has selected the mercenary’s
origin (see Chapter 1: A Fighter’s Role). He gains a +1
bonus to all initiative checks and saving throws against
fear effects.
69
PILGRIM FIGHTER
“Faith is the most powerful weapon… especially when
combined with a sword!”
r Divine Tribunal of Arms Pilgrim Fighter Attack 20
You invoke your deity’s judgment against your enemies and
the miracle of healing for you and your allies.
Prerequisites: Fighter class, Initiate of the Faith feat Daily ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Pilgrim fighters take up arms to convert infidels or to Target: One creature
smite them, enhancing the fervor of their faith with Attack: Strength vs. AC
armor and weapons. Pilgrim fighters are not concerned Hit: 4[W] + Strength modifier damage.
with setting an example to the faithful, like paladins Effect: You and each ally within 5 squares from you regain hit
do, nor do they inspire hosts of crusaders as clerics. points as if you had spent a healing surge.
They are the common soldiers and faithful knights of a
crusading army. Katrien of Firekeep,
Pilgrim Fighter Path Features
Pilgrim Fighter
Occupation: Katrien is a fighter who has dedicat-
Battle Relic (11th level): You gain a +1 bonus to ed her life to the cause of good. She grew up in a region
attack rolls with the weapon you selected for the Relic ruled by a decadent theocracy, and she is convinced
Bearer ability.
Chapter 3: A Fighter's Path
70
Katrien of Firekeep Level 13 Soldier
Medium natural humanoid, female human fighter XP 800
Initiative +6 Senses Perception +10
HP 117; Bloodied 58
AC 29; Fortitude 28, Reflex 25, Will 26
Speed 5
m +3 Longsword (standard; at-will) ✦ Weapon
+19 vs. AC; 1d8 + 10 damage.
M Cleave (standard; at-will) ✦ Martial, Weapon
+19 vs. AC; 1d8 + 10 damage. See the D&D 4E Player’s
Handbook.
M Tide of Iron (standard; at-will) ✦ Martial, Weapon
Requires a shield; +19 vs. AC; 1d8 + 10 damage. See the
D&D 4E Player’s Handbook.
R Burden of Faith (standard; encounter) ✦ Divine,
Implement
Range 5; +16 vs. AC; 3d10 + 9 damage, and the target is
marked until the end of Katrien’s next turn.
M Chains of Sorrow (standard; encounter) ✦ Martial,
71
TUNNEL DEFENDER
“I have stopped a giant! Do you think goblins have any
chance of passing me?”
r Bulette’s Burrowing Tunnel Defender Attack 20
You relentlessly pummel your foes’ legs until you force them to
the ground.
Prerequisites: Dwarf, fighter class Daily ✦ Martial, Weapon
Standard Action Close burst 1
Tunnel defenders are the ultimate dwarven fighters. Target: Each enemy in burst that you can see
They have been trained to fight in cramped spaces. Attack: Strength vs. AC
They know how to control the battlefield and push Hit: 2[W] + Strength modifier damage. You knock the target
their enemies into elaborate traps from which they will prone and it is slowed (save ends).
find no escape. These fighters’ defenses are as impass-
able as stone, and their mettle is as strong as steel. Agnek Soulstone,
Tunnel Defender Path Features
Tunnel Defender
Occupation: Agnek fought hard to become a
Shield Expert (11th level): You gain a +1 bonus tunnel defender, although her parents would have
to AC when you wield a heavy shield. preferred it if she took holy orders. Since the day the
Tunnel Defender’s Action (11th level): When Elfrender goblin clan killed her betrothed and laid
you spend an action point to take an extra action, you
Chapter 3: A Fighter's Path
72
Agnek Stonesoul Level 11 Soldier M Victorious Surge (standard; daily) ✦ Healing, Martial,
Medium natural humanoid, female dwarf fighter XP 600 Reliable, Weapon
Initiative +6 Senses Perception +14; low-light vision +15 vs. AC; 3d10 + 8 damage, and Agnek regains 27 hit
HP 109; Bloodied 54 points. See the D&D 4E Player’s Handbook.
AC 30; Fortitude 27, Reflex 23, Will 23 Stalwart Guard (minor; daily) ✦ Martial
Saving Throws +5 against poison effects See the D&D 4E Player’s Handbook.
Speed 5 Unbreakable (immediate reaction; encounter) ✦ Martial
m +2 Resounding Warhammer (standard; at-will) ✦ Weapon See the D&D 4E Player’s Handbook.
+15 vs. AC; 1d10 + 8 damage. Stand Your Ground
M Sure Strike (standard; at-will) ✦ Martial, Weapon See the D&D 4E Player’s Handbook.
+17 vs. AC; 1d10 + 8 damage. Alignment Lawful Good Languages Common, Dwarven
M Crushing Impact (standard; encounter) ✦ Martial, Weapon Skills Insight +14
+15 vs. AC; 2d10 + 8 damage, and the target takes a -3 Str 17 (+8) Dex 13 (+6) Wis 16 (+8)
penalty to AC and is dazed until the end of Agnek’s next turn. Con 21 (+10) Int 11 (+5) Cha 12 (+6)
M Iron Bulwark (standard; encounter) ✦ Martial, Weapon Equipment +2 mountain plate armor, +2 resounding
+15 vs. AC; 2d10 + 8 damage. See the D&D 4E Player’s warhammer, dwarven helmet (lvl 9), thundering vengeance
Handbook. heavy shield (lvl 7)
73
ULTIMATE DUELIST
“A duel is like a dance to win the heart of the one you love.
Step by step, follow the rhythm and you will triumph; one
r Straight to the Heart Ultimate Duelist Attack 20
Your weapon pierces the enemy’s flesh and touches its heart.
bad step, and you will lose. Only–substitute life for love.” Daily ✦ Martial, Weapon
Standard Action Melee weapon
Prerequisites: Fighter class, proficiency with rapier Requirement: You must be wielding a light blade.
Target: One creature
Ultimate duelists are the most graceful fencers ever, Attack: Strength vs. Reflex
and they often fight to show off their superior skills Hit: 3[W] + Strength modifier damage, and the target takes
with the blade. Swords swirl in their hands as if they a penalty to Fortitude defense equal to your Dexterity
were performing magic tricks, but at the right moment, modifier until the end of the encounter.
they can strike blows as deadly as those of the most Weapon: If you’re wielding a rapier, the target takes
brutal fighter. ongoing 5 damage (save ends).
74
Camwaith Level 13 Soldier
Medium natural humanoid, female half-elf fighter XP 800
Initiative +10 Senses Perception +7; low-light vision
HP 120; Bloodied 60
AC 28; Fortitude 26, Reflex 25, Will 22
Speed 7
m +3 Duelist’s Rapier (standard; at-will) ✦ Weapon
+18 vs. AC; 1d8 + 9 damage.
M Flashing Steel (standard; at-will) ✦ Martial, Weapon
Requires a light blade; +19 vs. Reflex; 1d8 + 9 damage.
M Riposte Strike (standard; encounter) ✦ Martial, Weapon
Requires a light blade; +19 vs. AC; 1d8 + 10 damage. See
the D&D 4E Player’s Handbook.
M Storm of Blows (standard; encounter) ✦ Martial, Weapon
+18 vs. AC; 1d8 + 13 damage. See the D&D 4E Player’s
Handbook.
M Weapon Key (standard; encounter) ✦ Martial, Weapon
Requires a light blade; +18 vs. Reflex, two attacks; 1d8 +
9 damage per attack; if an attack hits, the target is dazed
75
WARRIOR AVATAR
“Now you will know the true source of my strength!” r Guardian Entity’s Spite Warrior Avatar Utility 12
Your guardian entity smites those who dare to hurt you, and
Prerequisites: Fighter class, Pact Initiate feat your pact allows you to shrug the pain off.
Daily ✦ Arcane, Healing
A warrior avatar lets a powerful supernatural entity Immediate Reaction Personal
pervade her body. This arcane union produces extraor- Trigger: You take damage from a melee attack
dinary martial skills. Whether the force behind her arm Effect: The enemy that hit you takes ongoing 5 damage and is
is the fickle power of the faerie land, a cruel devil, or dazed (save ends both). You can spend a healing surge and
an unfathomable entity from beyond the night sky, it add your Charisma modifier to the hit points you regain.
guides and enhances the warrior avatar.
r Rend Spirit Warrior Avatar Attack 20
Warrior Avatar Path Features You thrust your blade in the enemy’s body, but your magic
Avatar’s Action (11th level): When you spend ensures that you will hurt its soul as well.
an action point to take an extra action, if you use this Daily ✦ Arcane, Weapon
action to make an attack with your avatar’s weapon and Standard Action Melee weapon
the attack hits, you deal extra ongoing damage equal to Target: One creature
your Charisma modifier (save ends). Attack: Strength vs. AC
Chapter 3: A Fighter's Path
Avatar’s Weapon (11th level): Selects a melee Hit: 3[W] + Strength modifier damage. Make a secondary
weapon. You can use this weapon as if it were the attack against the same target.
implement you chose to cast your warlock or warrior Secondary Attack: Constitution or Charisma vs. Will
avatar spells. Hit: The attack’s type of damage depends on the pact
Pact Embodiment (16th level): You become the you made. Fey Pact: 1d10 + Charisma modifier psychic
embodiment of the pact you made with your unearthly damage, and the target takes a -2 penalty to attack rolls
entity. until the end of your next turn. Infernal Pact: 1d10 +
Fey Pact: When you score a critical hit with your Constitution modifier necrotic damage, and you gain
avatar’s weapon, you become invisible to the target temporary hit points equal to twice your Constitution
until the end of your next turn. modifier. Star Pact: 1d10 + Constitution modifier cold
Infernal Pact: When you are bloodied and you score damage, and the target is slowed (save ends).
a critical hit with your avatar’s weapon, you gain tem- Special: At 20th level, choose between Charisma or
porary hit points equal to half the damage you dealt. Constitution to determine which ability will regulate this
Star Pact: Once per day, you can reroll an attack power. Once you have chosen, you cannot change your
roll, damage roll, skill check, ability check, or saving choice later.
throw of your choice, using the best result. Miss: Half damage, and no secondary attack.
76
Attributes and Skills: Nymotalia is headstrong Nymotalia Level 18 Soldier
and stubborn. She will not be denied anything. Medium natural humanoid, tiefling fighter XP 2,000
Values and Motivations: This tiefling only cares Initiative +10 Senses Perception +10; low-light vision
about her own benefit. Above all else, she wishes to HP 158; Bloodied 79
know the truth about her origins. AC 33; Fortitude 33, Reflex 27, Will 31
Behavior: Nymotalia is commanding and crude. She Resist 14 Fire
does not care what others might think of her, and she is Speed 5
willing to sacrifice anyone in order to achieve victory. m +3 Berserker Greatsword (standard; at-will) ✦ Weapon
Useful Knowledge: Not only is Nymotalia a +24 vs. AC (+25 against a bloodied target); 1d10 + 12
formidable fighter, but she is also knowledgeable about damage.
demons and other extraplanar creatures born of the M Cleave (standard; at-will) ✦ Martial, Weapon
depths of hell. +24 vs. AC (+25 against a bloodied target); 1d10 + 12
Mannerisms: When she inflicts pain and suffering damage. See the D&D 4E Player’s Handbook.
on another creature, Nymotalia grins with inhuman glee. M Brutal Domino (standard; encounter) ✦ Martial, Weapon
Origins: Nymotalia has selected the slave’s origin +24 vs. Fortitude (+25 against a bloodied target); 2d10
(see Chapter 1: A Fighter’s Role). She gains a +2 bonus + 12, and Nymotalia pushes the target 1 square and
to Endurance and Streetwise checks. knocks it prone. If the target ends its movement in a space
occupied by a creature, the creature is dazed until the end
of Nymotalia’s next turn.
77
WHIRLWIND DERVISH
“Exotic, savage and dangerous, with a leap I can dance r Rattlesnake’s Deception Whirlwind Dervish Utility 12
among my enemies.Watch closely, if you can, and you will Like a rattlesnake, you distract a foe with your feints, then
see them fall one by one!” strike where it is most vulnerable.
Daily ✦ Martial, Weapon
Prerequisites: Fighter class, Weapon Focus (falchion) Immediate Interrupt Personal
or Weapon Focus (scimitar) feat Trigger: An adjacent enemy targets you with an attack
Effect: You switch place with the enemy that triggered this
Dervishes are exotic, focused, and keen fighters; they power. In addition, that enemy grants you combat ad-
have perfected a formidable combat technique that vantage until the end of your next turn.
allows them to face more enemies at once. Swift and Weapon: If you’re wielding a falchion or a scimitar, that
deadly, they can protect their companions with a wall enemy cannot shift until the end of your next turn.
of swirling blades or blind and slow their enemies
down with lightning-fast and accurate blows from their r Desert’s Spinning Vortex Whirlwind Dervish Attack 20
curved blades. With lightning speed, you dodge your enemies’ blow and at-
tack them, cutting their flesh and blinding their eyes as if you
Whirlwind Dervish Path Features were a sandstorm.
Dervish’s Action (11th level): When you spend Daily ✦ Martial, Weapon
Chapter 3: A Fighter's Path
an action point to take an extra action, if you use that Standard Action Close burst 1
action to make an attack with a scimitar or a falchion Requirement: You must be wielding a falchion or a scimitar.
and the attack hits, you can immediately make a basic Target: Each enemy in burst that you can see
melee attack against an adjacent enemy as a free action. Attack: Strength vs. AC
Martial Dance (11th level): When an enemy adja- Hit: 2[W] + Strength modifier damage, and you push the
cent to you attacks your Reflex defense, that enemy takes target 1 square.
damage equal to your Dexterity modifier (minimum 1). Effect: If you hit at least one enemy, you gain a +2 power
Keen Crescent (16th level): You can score a criti- bonus to AC and to Reflex defense until the end of your
cal hit with a scimitar or a falchion on a roll of 18-20. next turn. If you miss all enemies, the targets are blinded
(save ends).
Whirlwind Dervish Exploits
Lamya, Whirlwind Dervish
p Blinding Blow of Sand Whirlwind Dervish Attack 11 Occupation: Lamya was born and raised in a
Your glancing blow wounds an enemy and blinds another with halfling nomad camp, on the edges of a vast desert
your weapon’s flashing steel. plain. She was trained to dance and fight even as a
Encounter ✦ Martial, Weapon, Reliable child, and she soon became an extraordinary athlete.
Standard Action Melee weapon Like many of her ancestors, she felt the urge to leave
Requirement: You must be wielding a falchion or a scimitar. the lands she grew in to explore the unknown; she
Primary Target: One creature visited a human metropolis built among the sands and
Attack: Strength vs. AC she took the identity of an acrobatic dancer, swinging
Hit: 2[W] + Strength modifier damage. Make a secondary between artistic performances and exciting adventures
attack. among dunes and town alleys.
Secondary Target: One creature within 5 squares of the Physical Description: Lamya is graceful and
primary target that you can see well-built. Her dark skin is made even more beautiful
Secondary Attack: Dexterity vs. Will by glittering piercings and henna tattoos that highlight
Hit: The target is blinded until the end of your next turn. her large and exotic blue eyes.
78
Attributes and Skills: Lamya is swift and athletic. Lamya Level 12 Soldier
In addition, she is insightful and has a fiery temper. Small natural humanoid, female halfling fighter XP 700
Values and Motivations: This fighter zealously Initiative +10 Senses Perception +8
follows her people’s religious traditions; other than those HP 109; Bloodied 54
strictures, she only dutifully observes the discipline re- AC 28; Fortitude 27, Reflex 25, Will 23
quired to maintain herself in dancing –and fighting– trim. Saving Throws +5 against fear effects
Behavior: Lamya is quiet and discreet. When she Speed 6
is upset, a rare occurrence, she lets her scimitar do the m +2 Flaming Scimitar (standard; at-will) ✦ Weapon
talking for her. +17 vs. AC; 1d8 + 9 damage. See the D&D 4E Player’s
Useful Knowledge: Lamya is a skilled acrobat, Handbook.
and she knows the artistic world of the city where she M Reaping Strike (standard; at-will) ✦ Martial, Weapon
works very well. +17 vs. AC; 1d8 + 9 damage. Miss: 4 damage.
Mannerisms: Lamya prays with a thin, musical M Sudden Surge (standard; encounter) ✦ Martial, Weapon
voice, facing the rising or the setting sun. +17 vs. AC; 2d8 + 9 damage. See the D&D 4E Player’s
Origins: Lamya has selected the wanderer’s origin Handbook.
(see Chapter 1: A Fighter’s Role). She knows an addi- M Blinding Blow of Sand (standard; encounter) ✦ Martial,
tional language (Elven) and she adds Nature to her class Weapon
skill list, and she gains a +1 bonus to Nature checks. Requires scimitar or falchion; +17 vs. AC; 2d8 + 9 damage.
Lamya makes a secondary attack against another target.
79
A Fighter's Feat CHAPTER 4
R iglen’s armor had saved his life, but now it was nothing but a mangled mess of steel. Arrows still hung
from the rings of his chainmail, the handiwork of kobold minions in the service of Syphodol, the dragon-
born warlock at Jarek’s command. If he hadn’t fitted the armor to his exacting standards, if he hadn’t
known how to shield himself against the worst of the volley–well, he would not have had to worry about Syphodol.
Vanquishing the kobold host had been a demanding task, supported as they were by the dragonborn’s dark sorcery.
Unfortunately, though the minions were routed, their master remained.
“Die, you fool!” Syphodol swore, shouting his curse over the bolts of purplish lightning arcing from his clawed
fingers. Riglen’s muscles screamed in agony as the dark energy wracked his body. He crumpled to the stone floor,
twitched, rose–but only to his hands and knees, before his burning nerves stole his strength away.
“Did you really think I would allow you to approach me?” The dragonborn’s mocking laughter hissed across the
gap between them. “You are a very sturdy ape,” he allowed, “but I’ll see your flesh curdle long before you could
profane my scales with your crude touch. And then, I’ll do the same to the rest of your primitive little band. My
master will be well pleased to hear of your deaths, though I can’t see why he should trouble himself.”
Still clinging to his shield, Riglen tried to crawl up the stair leading to the dais where Syphodol stood, to reach the
sword he had lost during the earlier melee.
“Looking for this?” the warlock pointed at the weapon and hissed another laugh. “I’m almost impressed, ape.”
He kicked the blade away from Riglen’s desperately outstretched fingers. “Almost.”
Riglen was too exhausted to even look up at the fanged grin he knew would be splitting the dragonborn’s muzzle. He
could barely breathe. His muscles ached. The armor that had spared him from kobold arrows only seemed to worsen
the agony of their master’s lightning.
He was almost beaten.
But as Syphodol said–almost.
The dragonborn languidly stretched out his weirdly-engraved wand. He waited until Riglen’s fixed his gaze on the
purplish glow before, with an arcane shout, unleashing a final, killing bolt.
This time Riglen was ready; he had endured each blast, slowly gaining ground on his enemy, to risk all in one last,
desperate move.
With surging rage, he raised his shield; the room flashed purple and white and the walls trembled, shaken by echoing
thunder.
The purplish lightning struck the shield, sparked–rebounded.
Crackling hideously, the blue-white arc of lightning took the warlock full in the chest. The blast hurled him back
against the dais, hissing in shock and pain. He thrashed against the bloodied stone table, cursing and gasping.
By the time Syphodol’s twitching stopped, Riglen had retrieved his sword and pressed its point to Syphodol’s throat.
“I’m almost impressed, lizard,” Riglen said. His bolt-blackened lips split into a broad grin. “Almost.”
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Roberto Pitturru
Feats
If a fighter’s powers are what make him an unequalled Dragonborn Contest
combatant, his feats are the assets that distinguish
him from other members of his class. Most fighter [Dragonborn, Fighter]
feats grant a bonus to damage rolls, or increase de- Prerequisites: Dragonborn, fighter, Combat Chal-
fenses or saving throws, but certain feats also allow a lenge class feature
fighter to execute unique and extraordinary moves, Benefit: When marking a target of higher level
especially if he wields a specific weapon or wears a than yours, you gain a +1 feat bonus to attack rolls and
particular type of armor. damage rolls against that target as long as the mark
The following feats, with a few exceptions, are remains.
specifically designed with the fighter in mind and allow
members of this class to exploit their weapons and Dwarven Vigor [Dwarf]
equipment as never before. When a fighter acquires Prerequisite: Dwarf
these feats, he will be able to withstand the heaviest Benefit: You gain dwarven vigor as daily power.
blows, survive the hottest flames and even turn damage Dwarven Vigor Feat Power
back against his enemies. You summon every bit of dwarven stamina, enduring even the
most intense heat and frost.
Heroic Tier Feats
Chapter 4: A Fighter's Feat
Daily ✦ Martial
Any feat in the following section is available to a char- Standard Action Personal
acter of any level who meets the prerequisites. Heroic Effect: You gain resist cold or resist fire equal to 5 + half your
tier feats are the only feats you can take if you are 10th level until the end of the encounter.
level or lower.
Entangling Flail
Brutal Brawl [Fighter] Prerequisite: Str 15, Dex 15
Prerequisite: Fighter Benefit: When you score a critical hit against a foe
Benefit: You gain a +1 feat bonus to attack rolls with a flail, that foe is slowed until the end of your next
and damage rolls when you make an unarmed attack. turn.
Increase bonus to +2 at 11th level and to +3 at 21st level.
Entrapping Shield [Fighter]
Combat Runner [Halfling] Prerequisites: Fighter, Shield Proficiency (Light)
Prerequisites: Halfling, trained in Athletics Benefit: When you score a critical hit with a melee
Benefit: You do not grant combat advantage when attack, your target is restrained until the start of your
running, and you only take a -2 penalty instead of a -5 next turn.
penalty to attack rolls until the start of your next turn. Special: You must have a light shield equipped to
benefit from this feat.
Crippling Shot
Prerequisite: Dex 15 Hardened Plate
Benefit: When you score a critical hit with a bow Prerequisite: Training with plate armor
or a crossbow, the target is slowed until the start of Benefit: You gain a +2 feat bonus to AC when you
your next turn. are attacked with axes, heavy blades, light blades, or
polearms in melee.
Defensive Shooter [Fighter] Special: You must wear a plate armor to benefit
Prerequisites: Fighter, Defensive Mobility from this feat.
Benefit: You gain a +3 feat bonus to AC against
opportunity attacks provoked by the ranged attacks you Impervious Chain
make when adjacent to an enemy. Prerequisite: Training with chainmail armor
Benefit: You gain a +2 feat bonus to AC when you
are attacked with hammers, maces, staffs, or unarmed
attacks in a melee.
Special: You must wear chainmail to benefit from
this feat.
82
HEROIC TIER FEATS
Name Prerequisites Benefit
Brutal Brawl Fighter +1 bonus to attack rolls and damage rolls
with unarmed attacks
Combat Runner Halfling, trained in Athletics When running, you do not grant combat
advantage and the penalty to your attack
rolls is reduced
Crippling Shot Dex 15 Your enemy is slowed if you score a critical hit
with a bow or crossbow
Defensive Shooter Fighter, Defensive Mobility +3 bonus to AC against opportunity attacks
provoked by the use of a ranged weapon
Dragonborn Contest Dragonborn, fighter, Combat Challenge +1 bonus to attack rolls and damage rolls
class feature against marked enemies of higher level
Dwarven Vigor Dwarf Gain dwarven vigor as daily power
Entangling Flail Str 15, Dex 15 Your enemy is slowed if you score a critical hit
with a flail
Entrapping Shield Fighter, Shield Proficiency (Light) If you score a critical hit in a melee attack,
your foe is restrained
Hardened Plate Training with plate armor +2 bonus to AC against some melee weapon
83
Indomitable Courage Isolating Shield [Fighter]
Benefit: You gain a +2 feat bonus to saves against Prerequisites: Fighter, Shield Proficiency (Heavy)
charm and fear effects. Benefit: When using a total defense action, you
also gain resist fire and resist cold equal to twice your
Insightful Counterattack [Half-Elf] shield bonus.
Prerequisites: Wis 13, half-elf Special: You must have a heavy shield equipped to
Benefit: When making an opportunity at- benefit from this feat.
tack against a foe that attacked you since the end of
your last turn, you add your Wisdom modifier to the
Strength modifier of the attack roll.
Chapter 4: A Fighter's Feat
Alberto Bontempi
84
Pierce Armor [Fighter] Tight Grab
Prerequisite: Fighter Prerequisite: Str 15
Benefit: You gain a +1 feat bonus to attack and Benefit: You gain a +3 feat bonus to Strength
damage rolls when you attack an enemy wearing a checks made to grab a creature.
heavy armor.
Tight Scale
Point-Blank Shooter Prerequisite: Training with scale armor
Prerequisites: Dex 13, proficient with dueling Benefit: You gain a +2 feat bonus to AC when you
pistol or musket are attacked with flails, picks, or spears in a melee.
Benefit: You add your Dexterity modifier to the Special: You must wear a scale armor to benefit
maximum square range that allows you to benefit from from this feat.
a firearm’s point-blank property.
Paragon Tier Feats
Refractory Shield [Fighter] Any feat in the following section is available to a charac-
Prerequisites: Fighter, Shield Proficiency (Heavy) ter of 11th level or higher who meets the prerequisites.
Benefit: When using a total defense action, you
also gain resist acid and resist lightning equal to twice Active Offense [Fighter]
your shield bonus. Prerequisites: Wis 15, fighter
Special: You must have a heavy shield equipped to Benefit: You can spend an action point to regain
85
PARAGON TIER FEATS
Name Prerequisites Benefit
Active Offense Wis 15, fighter Spend an action point to regain an en-
counter attack power
Active Utility Wis 15, fighter Spend an action point to regain an en-
counter utility power
Blade Guard Str 15, Dex 17 +2 bonus to AC in case you miss an attack
Bralani Fencing Eladrin, fey step racial power Use the fey step power to gain a +2 bonus to
attack rolls with longswords and spears
Cautious Outflanking Dex 15 +3 bonus to AC against opportunity attacks
provoked by movement
Chain Impact Con 15, Impervious Chain Spend a healing surge to weaken a foe that
hit you
Deflecting Shield Dex 15, fighter, Refractory Shield When you take acid or lightning damage,
you deal acid or lightning damage to a foe
within 3 squares
Diabolical Surge Tiefling, fighter, infernal wrath racial power Deal extra damage when using infernal
wrath
Elusive Shield Fighter, Shield Specialization Gain cover against ranged attacks and da-
Chapter 4: A Fighter's Feat
86
Deflecting Shield [Fighter] Fiery Burst
Prerequisites: Dex 15, fighter, Refractory Shield Prerequisite: Proficiency with dueling pistols or
Benefit: When you take damage from an attack that muskets
has the acid or lightning keyword, you can deal damage Benefit: When you score a critical hit with a pistol
of the same type equal to your Dexterity modifier, up to or a musket, you deal 1d6 fire damage to all creatures
the amount you have taken, to a target within 3 squares within close blast 3.
other than the enemy that made the attack.
Special: You must have a heavy shield equipped to Grappling Mobility
benefit from this feat. Prerequisites: Str 19, Improved Grab
Benefit: You gain a +2 feat bonus to Strength
Diabolical Surge [Tiefling, Fighter] attacks made to pull a grabbed target. In addition, if
Prerequisites: Tiefling, fighter, infernal wrath racial you leave a square adjacent to an enemy as you pull a
power grabbed target, the enemy cannot make an opportunity
Benefit: When you use your infernal wrath power, attack against you.
if your attack is a melee attack that hits and deals
damage, you deal extra damage equal to your Strength Light Shield Focus
modifier, instead of your Charisma modifier. Prerequisite: Shield Specialization
Benefit: You gain a +2 bonus to Reflex defense
Elusive Shield [Fighter] against the attacks of a single foe of your choice.
88
EPIC TIER FEATS
Name Prerequisites Benefit
Active Offense Mastery Wis 17, fighter, Active Offense Spend an action point to regain a daily attack
power
Active Utility Mastery Wis 17, fighter, Active Utility Spend an action point to regain a daily utility
power
Additional Martial Action Fighter Gain an additional action point to use as an
attack
Battle-Hardened Con 17, fighter, Improved Second Wind Use second wind twice per encounter
Chain Mastery Impervious Chain Spend an action point to reduce damage
from some weapon groups
Firearm Mastery Str 17, Dex 21, proficient with dueling Score a critical hit with a natural roll of 19
pistols or muskets or 20 when making a ranged attack with a
duelling pistol or a musket
Grappling Mastery Str 21, Con 17,Grapple Mobility Score a critical hit with a natural roll of 19 or
20 when making a melee unarmed attack
Mighty Grasp Str 21, Con 17 Wield a two-handed weapon with one hand
and take a penalty
Mighty Superiority Str 21, Wis 17, fighter, Combat Superiority If you hit a moving enemy with an opportu-
89
Recovery Mastery [Fighter]
Prerequisites: Fighter, Recovering Surge
Benefit: When you spend a healing surge,
you can immediately make a saving throw with
a +2 feat bonus against a condition affecting
you and that a save can end.
Scale Mastery
Prerequisite: Tight Scale
Benefit: You can spend an action point as an
immediate reaction to reduce damage taken from
a melee attack made with flails, picks, or spears;
you reduce an amount of damage equal to your
armor bonus, instead of taking an extra action.
Special: You must wear scale armor to
benefit from this feat.
MULTICLASS FEATS
Name Prerequisites Benefit
Dweomer Int 15, fighter, Arcane Initiate Spend an action point to use AC instead of Will
Shielding defense
Mobile Guardian Int 15, fighter, Student of Battle +1 bonus to an ally’s AC and Reflex defense
Strategy when you move it
Revealing Gleam Fighter, Combat Challenge class feature, Mark your target by dealing radiant damage
Astral Fire, Initiate of the Faith
Stealthy Exploit Dex 15, fighter, Sneak of Shadows +2 bonus to damage rolls when making an
Elisa Ferrotto
90
MULTICLASS FEATS Mobile Guardian Strategy
The multiclass feats described in the D&D 4E Player’s
Handbook allow a character to acquire class features and [Multiclass Fighter]
powers from another class. The ones featured in The Prerequisites: Int 15, fighter, Student of Battle
Quintessential Fighter, except a few cases, are designed Benefit: When using a power that allows a char-
for those fighters who wish to enhance their mastery of acter to move, you gain a +1 bonus to AC and to your
power sources other than martial. Reflex defense until the end of your next turn,
91
COMBAT STYLES
Exploits allow you to dispatch an enemy that might Overwhelming Wave
resist a simple attack, feats can help you score a hit, but
only the mastery of a combat style will help you for the
Technique
This combat school teaches their disciples a series of
entire length of a fight. Combat styles are a new feature martial lessons and techniques that allow them to physi-
introduced in this book and consist of elaborate tech- cally overwhelm their enemies, tossing them around on
niques (in game terms, a specific combination of feats, the battlefield and forcing them into the most disadvan-
skills, and powers) that can only be learned by those tageous positions. Masters of this combat style move
fighters willing to coordinate all their martial knowl- their enemies around like leaves in the wind, then swiftly
edge into one of the world’s greatest fighting styles. break their resistance and finish them off.
Obviously, there are many different styles (the GM can Feats: Powerful Charge, Shield Push.
freely come up with others of his own creation), each Skills: Athletics.
granting a different set of benefits. Powers: tide of iron, spinning sweep, come and get it,
Only a character that has chosen the fighter class shift the battlefield, brutal domino*.
can learn a combat style; the character automatically Benefits: When charging, you get a +4 bonus to
gains its benefits as soon as he masters the entire set of damage rolls and a +4 bonus to bull rush attempts. In
skills, feats, and powers required by the combat style. addition, each time one of your powers pulls, pushes, or
Chapter 4: A Fighter's Feat
You can only master one combat style at a time, but slides a target, the target’s forced movement increases
you can replace an old combat style you already knew by 1 square.
with another through the retraining option, which
allows you to switch feats, skills, and powers (see the RELENTLESS MARAUDER
D&D 4E Player’s Handbook).
This system grants a character a considerable
TECHNIQUE
These fighters, often seen as madmen by more careful
advantage over another character of the same level, but and moderate combatants, relish the bloodiest melees.
the restrictions it places on the selection of feats, skills Veritable raging berserkers, they love the destruction
and powers –along with the minimum level a character they cause on the battlefield: The more enemies they
must attain before acquiring certain benefits– ensures dispatch, the greater the glory they win for themselves
that the game remains balanced. In addition, almost all and their reckless combat style.
privileges grant situational benefits (like most feats do), Feats: Blood Thirst, Combat Reflexes.
which ensures that all characters will be involved in a Skills: Endurance.
fight, as they are stimulated to use their best techniques Powers: cleave, battle hubris*, sweeping blow, rain of
without giving into frustration: A fighter mastering a steel, come and get it, shift the battlefield, giant’s wake.
combat style obtains relevant advantages only in very Benefits: When you first become bloodied in an
specific situations. encounter, all enemies within your weapon’s reach are
HOW TO READ COMBAT marked.
STYLES SCHOOL OF THE
The combat styles a fighter can acquire are described
below in the following format. An asterisk (*) refers to
IMPENETRABLE GUARD
Fighters who choose this elaborate martial discipline
a feat or power introduced in this book. train to remain focused during the entire fight so they
Feats: The feats you must have to master the may anticipate any assault and deflect any blow. They
combat style. believe the key to victory is the ability to avoid grievous
Skills: The skills you must be trained in to master wounds while wearing down and debilitating the enemy.
the combat style. Feats: Alertness, Defensive Mobility, Shield Spe-
Powers: The list of powers you must have to mas- cialization.
ter a combat style, sorted by level. Skills: Athletics.
Benefits: The advantages you will gain once you Powers: covering attack, no opening, defensive training
have mastered a combat style. or my weapon, my armor*, iron bulwark, stalwart guard.
Benefits: When taking a total defense action, you
gain a +4 bonus to defenses, instead of +2. In addition,
when you take the aid another action, your ally gains
a +4 bonus instead of a +2 bonus to all her defenses
against the next attack.
92
SCHOOL OF THE RAGING to the squares you pass through (you still provoke op-
FURY portunity attacks from non-adjacent enemies with the
threatening reach ability).
This combat style is very effective and yet very simple
to learn. Its disciples need only to understand a basic STYLE OF THE IRON ARCHER
principle: all attacks must be powerful and devastating. This style’s masters do not neglect their defender role;
Strength is celebrated as the first quality a fighter must they cultivate their stamina and melee skills just like
have, eclipsing strategies and defensive techniques, as any other fighter. Nonetheless, they train as skilled
there is no other way to beat an enemy than crushing it marksmen with bows or crossbows. In a way, they are
under a flurry of blows. even more skilled than rangers, as they do not fire to
Feats: Potent Challenge, Power Attack. confound or weaken many foes, but focus on fewer
Skills: Athletics. targets in order to dispatch them with well-aimed,
Powers: brute strike, crushing blow, dizzying blow or mighty shots.
crack the shell, reckless strike or lay waste to the enemy*. Feats: Far Shot, Weapon Focus (any bow or cross-
Benefits: When you make a melee attack and take bow)
a -2 penalty to the attack roll because of your Power Skills: Perception.
Attack feat, you gain an additional +1 bonus to dam- Powers: surging arrow*, dazing blow*, archer’s heavy
age rolls. volley*, shooter’s barricade*, target enemy ranks*, unending
SECRET THAUMATURGY bolts of hope*.
Benefits: As a minor action, you may aim at any
TECHNIQUE
93
A FIGHTER’S TOOLS Chapter 5
K ail lifted the blackened drapes covering the entrance of Helmbreaker’s Forge, ignoring the pungent scent
of iron and the hot steam rising from the melting pots.
Gorgan cautiously stepped in, followed by Riglen and Ashgara.
“This is a weaponsmith?,” the dwarf asked dubiously.
“The best one,” Riglen said. “I’ve heard Talthor forged the Kings of Dodeas’ war scepter, and that the fire of his
forge shaped the armor of the seven Hammergap Marshals.”
“A colorful legend,” Kail remarked as he joined his companion. The dragonborn’s skilled eye, though, could
not help but examine the masterpieces displayed in the forge. Helms, breastplates, spears, and shields lined the
wall like a still and silent army of hoplites. The leather had still the scent of tanning, and the burnished steel
glittered in darkness.
“Are you sure this man will help us?” Gorgan muttered. “Jarek’s minions are hot on our heels!”
“Believe me, if there is someone who knows about Mamya’s sword, it is Talthor,” the gladiator replied, suppressing
a groan at this new complaint.
A voice echoed from the armory’s shadows, louder than an hammer clanging on the anvil. “Can I help you? Are
you looking for weapons? Armor?”
Riglen immediately recognized the smith from the descriptions he’d heard.
“Wherever I go, I hear your name spoken in awe,” he began, lifting one weapon after another from their racks to
examine them; he soon realized they were perfectly balanced and that their alloy was unusually strong.
“Your words make me proud,” the smith said.
Riglen ran his gaze from axes to flails, crossbows to spears, stopping at a heavy claymore with a dark, glittering
blade. He had never seen such a weapon.
“Incredible!” he said. “A glassteel weapon.” Carefully, reverently, he pulled the blade down and felt its heft. Even
still, it felt like it was meant to dance in his hands. “There are no such weapons in the Twin Lands,” he said. “It
must have cost you a fortune”.
“You can say that again. A merchant from Sailorspur retired after my purchase, but it was worth it. That man’s
obsidian mines are very rich.”
Riglen did not like the answer and nodded nervously; then, suddenly, he spun and cut off the man’s head. His
companions, except the warlord, stood aghast, unable to react. “Hold still, you two!” Kail crowed hastily. “There
are no glassteel merchants in Sailorspur,” he added, granting the fighter an admiring nod. “Only dragonborn know
how to mine it from the volcanoes and how to make weapons out of it. They call them dragonbones.”
“So, what happened to Talthor?” asked the dwarf, still coping with his astonishment.
“Kidnapped, maybe killed, who knows,” Kail answered. The answer came from the false weaponsmith’s corpse
itself, which stirred like a pond’s ripples until it bared its original appearance: a repulsive gray-skinned humanoid
with milky eyes.
“Doppelganger,” growled Ashgara. “It’s a trap! Jarek’s men must be close!”
94
Andrea Sorrentino
ADVENTURING GEAR
More than any other character, a fighter should Linen Gambison: This shirt is worn beneath chain-
never use poor equipment, nor should he run out of mail. It is usually made from linen or wool, and has a
gadgets and useful tools in combat. Besides, unless padding of the same material or of horse hair and it
the party includes an arcane caster, he should always can reduce impact damage. When you wear a gambison
have a few items that deal different type of damage beneath your chainmail, you gain a +1 item bonus to
close at hand, such as alchemical treatments. AC when you are attacked by hammers, maces, staves,
The mundane items listed below are some of the or unarmed attacks.
most useful gear a combatant can bring to a battle, Metal Rivets: These steel clasps lock the sheets of a
from armor harness to weapon catches. Their utility plate armor together, increasing its protection against
can be invaluable in a duel. slashing weapons. When you wear riveted armor, you
Armor Harness: A harness cannot be used gain a +1 item bonus to AC when you are attacked by
without an armor of any kind, as they are explicitly axes, heavy blades, or light blades.
designed to enhance an armor’s performance. Studded Leather Balteus: These two leather stripes
Kidney Belt: These thin metal sheets are added are tied to heavy armor to protect the wearer’s hips, al-
to plate armor to protect the loins and prevent a lowing part of the armor’s weight to rest on them. They
treacherous strike from hitting a vital spot. When reduce the armor’s effective weight by one third for the
you are flanked while wearing this harness, you gain purposes of encumbrance.
Chapter 5: A Fighter's Tools
resist 1 against all attacks from the creatures flank- Armor and Shield Alchemical Treatments: You
ing you. can use these alchemical mixtures to coat your armor
Leather Padding: These stripes of soft leather are or shield so that they will gain unique and unexpected
added to a scale or plate armor’s junctions to reduce abilities. Coating a shield or an armor with a dose of
the noise made by the gnashing steel. When you add alchemical treatment requires a standard action that
leather padding to your armor, you ignore Stealth provokes opportunity attacks. The coating lasts for 5
penalties imposed by the armor. minutes or until the end of the encounter.
Adamantine: When you coat your armor with this
ADVENTURING GEAR oil, you gain a +1 alchemical bonus to AC. If you use
Item Price Weight the oil to coat your shield, you gain a +1 alchemical
Armor Harness bonus to AC and Reflex defense. These bonuses stack.
Kidney Belt 8 gp 1-1/2 lb. Comfortable: When you coat your armor with this
Leather Padding 15 gp 1/2 lb. oil, you ignore the armor’s penalties to Strength- and
Linen Gambison 25 gp 1-1/2 lb. Constitution-based skill checks.
Metal Rivets 40 gp 1 lb. Reflecting: When you coat your armor or shield
Studded Leather Balteus 5 gp 1 lb. with this oil, you gain resist lightning 5. If you coat
Armor and Shield Alchemical Treatments additional items with this oil (such as your armor and
Adamantine 150 gp 1/2 lb. your shield), you do not gain greater resistance.
Comfortable 40 gp 1/2 lb.
Resilient: When you coat your armor or shield
Reflecting 50 gp 1/2 lb.
with this oil, you gain resist fire 5. If you coat addi-
Resilient 100 gp 1/2 lb.
tional items with this oil (such as your armor and your
Umbral 80 gp 1/2 lb.
Melee Weapon Alchemical Treatments shield), you do not gain greater resistance.
Acid 50 gp 1/2 lb. Umbral: When you coat your armor or shield
Cold 50 gp 1/2 lb. with this oil, you ignore the armor’s penalty to Stealth
Fire 50 gp 1/2 lb. checks.
Lightning 50 gp 1/2 lb. Melee Weapon Alchemical Treatments: These
Necrotic 50 gp 1/2 lb. alchemical substances are simple mixtures available in
Poison 50 gp 1/2 lb. any large settlement’s markets. When you coat the edge
Radiant 50 gp 1/2 lb. of your melee weapon with them, you deal 1d8 extra
Mount Harness damage of a specific type (acid, cold, lightning, necrotic,
Bit and Headpiece 5 gp 6 lb. poison, psychic, or radiant). An application lasts until
Military Saddle 15 gp 15 lb. the end of your next turn. Coating a melee weapon
Traveling Saddle 7 gp 10 lb. with an alchemical treatment requires a minor action
Weapon Safety Catch 5 gp 1/2 lb. that provokes opportunity attacks.
96
Mount Harness: This equipment protects a
mount against certain harmful effects and enhances a
ARMOR AND SHIELDS
rider’s athletic skills.
Bit and Headpiece: The bit grants the rider a solid A fighter’s fortitude means nothing without adequate
grip on the reins, while the headpiece shields the equipment. His toughness will fail if he cannot rely
mount from bright lights and sudden noises. A mount upon trusted armor and shield. A fighter needs a reli-
wearing bit and headpiece gains a +2 item bonus to able suit of armor, with a good compromise between
saving throws against fear and to end the following defense, flexibility and encumbrance.
conditions: blinded, dazed, deafened. Three new suits of armor and two new shields
Military Saddle: A military saddle has been featuring different qualities and characteristics are
specifically designed for mounted combatants and described below.
it includes belts, buckles, reinforced stirrups and a
leather harness. A character on a mount with this sad-
ARMOR TYPES
dle gains a +2 item bonus to saving throws to avoid Brigantine: A brigantine armor covers the chest
being dismounted. and sometimes the groin. It is made by pieces of hard-
Traveling Saddle: This saddle spreads a rider’s ened leather pinned on a linen or hide layer. It is lighter
weight equally over the mount’s whole back and than a hide armor and it is favored by those who value
softens the prolonged irritation of a long journey. In speed over comfort.
addition, its particular shape lets air circulate between Chain Shirt: A chain shirt is a comfortable shirt
made with small metal rings; it usually protects your
97
Toni Cittadini
99
rectly. The weapon’s edge and weight ensure that each Spiked Gauntlet: This studded gauntlet, very
wound it deals bleeds profusely. popular among gladiators and other brutal combat-
Raven’s Beak: A long-hafted pick that combines ants, is made from leather and steel and increases the
different functions and allows the wielder to aim for effectiveness of an unarmed attack.
the unprotected joints in an opponent’s armor. Sword Gauntlet: Also known as a gladiator’s claw,
Recurve Bow: Made by the elves for their ex- this weapon is actually a short sword affixed to a rein-
plorers, this handy composite bow has become popu- forced gauntlet. It can be used to deal violent thrusts,
lar among archers of all races. Its small size and unu- but it also prevents the wielder from using that hand
sual shape make it particularly effective when hunting for any other action.
in the wilderness. Although it is easy to handle, it has
heavy pulls that increase its range and accuracy. WEAPON GROUPS
Repeating Crossbow: Thanks to a small side pul- Firearms: Firearms are a relatively recent develop-
ley called a jack, this crossbow is much easier to reload; ment. Dwarves and humans are the undisputed masters
in addition, its bolts have a range greater than those of these elaborate devices’ creation. Crude devices still
of a regular crossbow. Using the jack, though, is not prone to malfunctions, firearms require special training
simple and requires a certain amount of strength along to be used efficiently. In the hands of an experienced
with a little familiarity. fighter, however, they can be deadly. This category
Spear-Mace: A simple weapon often used by includes dueling pistols, incendiary shells, and muskets,
goblin raiders, the spear-mace combines the reach of which can also be used as two-handed melee weapons
Chapter 5: A Fighter's Tools
a polearm with the effectiveness of the most brutal if equipped with a bayonet.
bludgeoning weapons.
MELEE WEAPONS
SIMPLE MELEE WEAPONS
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Kilij +2 1d6 – 12 gp 4 lb. Light blade Off-hand, tearing 1
Knight’s Mace +2 1d6 – 5 gp 4 lb. Mace Equestrian
Spiked Gauntlet +2 * – 5 gp 1 lb. Unarmed Off-hand
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Musket Bayonet† +2 1d6 – 5 gp 2 lb. Light blade –
Spear-Mace +2 2d6 – 10 gp 10 lb. Mace, polearm Reach
*This weapon increases the damage die of the unarmed attack by one category.
†This weapon can only be used as part of a musket (see below).
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Flamberge +2 2d6 – 40 gp 10 lb. Heavy blade Tearing 2
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Poleaxe +2 2d6 – 30 gp 14 lb. Polearm, axe Reach, tearing 2
Raven’s Beak +3 2d4 – 30 gp 10 lb. Polearm, pick High crit, reach
100
A wielder can switch from ranged weapon to melee When wielding a parrying weapon, you can use a minor
weapon or the other way around with a minor action. Mag- action to gain a +1 item bonus to AC until the start of
ic firearms do exist, although they are extremely rare. Magic your next turn.
muskets do not extend their properties to their bayonets, if Piercing: A piercing weapon focuses a blow’s
they have them. On the other hand, a magic bayonet (part impact into a precise point, penetrating both armor and
of the spears group) can be affixed to a mundane musket. flesh with little effort. The first time you score a critical
hit in an encounter, the target takes the usual damage
Weapon Properties and also suffers a penalty to AC equal to the weapon’s
The new weapon properties introduced in The Quintes- piercing rating (save ends). This penalty does not stack
sential Fighter are described below. with those dealt by other critical hits scored by pierc-
Equestrian: A weapon with this property is ing weapons against the same target.
particularly balanced and can be particularly deadly if Point-Blank: When you make a ranged attack with
used on a mount. When mounted and making an attack a point-blank weapon against an opponent within 2
with an equestrian weapon, you can add your mount’s squares, you gain a +3 competence bonus to attack rolls.
Strength modifier to the damage roll instead of yours. Tearing: A tearing weapon is designed to tear an
Parrying: A parrying weapon’s structure is par- enemy’s flesh or to leave shards and fragments in the
ticularly apt at absorbing a blow’s impact. It could have wounds. Each time you score a critical hit with a tear-
a reinforced guard, an ogive to block an enemy blade, or ing weapon, the target suffers ongoing damage equal to
simply be made of a metal alloy stronger than normal. the specified rating (save ends).
RANGED WEAPONS
MILITARY RANGED WEAPONS
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Recurve Bow +3 1d8 20/35 40 gp 3 lb. Bow Free reload, small
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Arbalest +2 1d10 15/30 45 gp 7 lb. Crossbow High crit, minor reload
Musket n/a 2d6 20/30 150 gp 8 lb. Firearm High crit, point-blank, piercing 2,
standard reload
Repeating Crossbow +2 1d8 20/35 40 gp 4 lb. Crossbow Free reload
*This weapon deals fire damage in area burst 1 within range. A missed attack never deals any damage.
101
MAGIC ITEMS Armor of the Immortal Warrior Level 25+
Many tales of heroes invincible against mortal weapons be-
Invaluable bulwarks, undreamed wealth, and often a gan when they donned this armor.
good reason to go adventuring: Magic items are all Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
this and more. Shields that can repel a dragon’s flames, Armor: Plate
indestructible blades and suits of armor forged with Enhancement: AC
arcane energies are a fighter’s most prized possessions, Property: When you are dying, you must fail four saving
although magic trinkets, belts, rings, and protective throws before dying, instead of three.
amulets can be just as valuable. Power (Daily ✦ Healing): Minor Action. Gain regeneration
5 and a +2 power bonus to saving throws against death
ARMOR until the end of the encounter.
Not only does magic armor shield a fighter from enemy Level 30: Regeneration 10, and +4 power bonus.
blows, it can also grant its wearer unique and extraor- Ghaele Armor Level 19+
dinary powers such as magic resistance or the ability to This armor was enchanted by ghaele wizards. Now it brims with
endure unfavorable conditions. Some magic armor can eldritch power. Its silver rings enclose the fury of winter itself.
even fend off death itself! Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
MAGIC ARMOR Lvl 24 +5 525,000 gp
Lvl Name Price (gp) Categories Armor: Chain
Enhancement: AC
Chapter 5: A Fighter's Tools
102
Mobility Armor Level 13+
This heavy armor was enchanted to be as comfortably worn as
a suit of light armor. It allows its wearer to move swiftly.
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Armor: Chain, plate, scale
Enhancement: AC
Property: This armor does not apply any penalty to checks or
speed.
Power (Daily): Free Action. Gain an extra move action that
you can use in a following turn of the same encounter.
any move action until the end of your next turn. Level 24 or 29: 15 damage.
103
Colossus Weapon Level 8+
This imposing two-handed weapon grants you strength and
vigor as soon as you hold it.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Any two-handed melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Grants an item bonus to your healing surge value
equal to the weapon’s enhancement bonus.
Power (Daily): Free Action. Wield the weapon as if it were a
one-handed melee weapon until the end of the encounter.
This weapon’s point is blurred and blinking and it can easily When you wield this weapon, you can move as quickly as lightning.
pierce any armor or shield. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp Weapon: Heavy blade, light blade
Weapon: Heavy blade, light blade, spear Enhancement: Attack rolls and damage rolls
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus
Property: You can draw your weapon as part of the action
Marina Costa
104
MAGIC WEAPONS
Lvl Name Price (gp) Category Lvl Name Price (gp) Category
3 Quicksilver +1 680 Heavy Blade, 18 Quicksilver +4 85,000 Heavy Blade,
Light Blade Light Blade
4 Cleaving +1 840 Any melee 18 Trollbane +4 85,000 Axe, Heavy Blade,
4 Resolute +1 840 Any melee Spear
4 Shifting +1 840 Any melee 19 Cleaving +4 105,000 Any melee
8 Colossus +2 3,400 Any two-handed 19 Resolute +4 105,000 Any melee
melee 19 Shifting +4 105,000 Any melee
8 Intangible +2 3,400 Heavy Blade, 23 Colossus +5 425,000 Any two-handed
Light Blade, Spear melee
8 Quicksilver +2 3,400 Heavy Blade, 23 Dragon Might +5 425,000 Axe, Hammer,
Light Blade Heavy Blade, Mace
8 Trollbane +2 3,400 Axe, Heavy Blade, 23 First Blood +5 425,000 Axe, Heavy Blade,
Spear Spear
9 Cleaving +2 4,200 Any melee 23 Intangible +5 425,000 Heavy Blade,
9 Resolute +2 4,200 Any melee Light Blade, Spear
9 Shifting +2 4,200 Any melee 23 Psychic Torment +5 425,000 Flail, Mace
13 Colossus +3 17,000 Any two-handed melee 23 Quicksilver +5 425,000 Heavy Blade,
13 Dragon Might +3 17,000 Axe, Hammer, Light Blade
105
Trollbane Weapon Level 8+ Lone Rider Shield Level 14
Trolls flee from this weapon, as it negates their regeneration This decorated shield can be your best companion when there
ability. is no ally nearby.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Item Slot: Arms 21,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Shield: Any
Lvl 18 +4 85,000 gp Property: Gain a +2 item bonus to saving throws when there
Weapon: Axe, heavy blade, spear are no allies within 5 squares from you.
Enhancement: Attack rolls and damage rolls Power (Daily): Immediate Interrupt. Use this power when
Critical: +1d8 damage per plus, or +1d12 damage per plus you are hit by a melee attack and no ally is within 5
against trolls. squares of you. Damage dealt by the attack is reduced
Property: Trolls cannot regenerate wounds dealt by this by 15.
weapon. If your attack with this weapon drops a troll to 0
hit points or less, the troll is dead. Martial Utility Bracers Level 13+
Power (Daily): Minor Action. The next attack you make with These leather bracers are reinforced with metal bands and
this weapon against a troll during this turn gains a +5 carved with elegant martial symbols.
power bonus to the attack roll and automatically ignore Lvl 13 17,000 gp Lvl 23 425,000 gp
any resistance the troll might have. Item Slot: Arms
Power (Daily): Minor Action. Regain an encounter utility
ARMS SLOT ITEMS power with the martial keyword you have already used.
Lvl 23: Regain an encounter or daily utility power with
Chapter 5: A Fighter's Tools
106
FEET SLOT ITEMS Steel Calling Gloves Level 5
The feet slot items described below increase a charac- With a simple gesture, these gloves’ wearer can call a distant
ter’s mobility or provide powers that allow him to move weapon and shield to him.
effectively and to help his allies. Item Slot: Hands 1,000 gp
Power (Encounter): Minor Action. Pick up a two-handed
FEET SLOT ITEMS weapon, a one-handed weapon, or a one-handed
Lvl Name Price (gp) weapon and a shield located within 5 squares of you; the
13 Bralani swordsman boots 17,000 items fly into your free hands. You cannot use this power
16 Last stand leggings (pair) 45,000
to grab a weapon or shield someone else is wielding.
Bralani Swordsman Boots Level 13
With these eladrin-crafted boots, a teleporting fighter be-
HEAD SLOT ITEMS
comes virtually impossible to catch. Magic helmets introduced in The Quintessential Fighter
Item Slot: Feet 17,000 gp increase combat perception, awareness and the unique
Property: When teleporting, you gain a +1 item bonus to AC abilities of some races.
and to Reflex defense until the end of your next turn. HEAD SLOT ITEMS
Last Stand Leggings (pair) Level 16 Lvl Name Price (gp)
The wearer of these leggings can save an ally in danger at the
6 Hellish crest (heroic tier) 1,800
9 Dwarven helmet 4,200
last minute.
11 Ancestral breath helmet (paragon tier) 9,000
107
Dwarven Helmet Level 9 Acrobatic Swordsman Cape Level 9+
This sturdy helmet shields the wearer from attacks made This lavish and colorful cloak enhances your acrobatics and
by larger creatures and negates the harmful effects of toxic makes your most elaborate movements seem simplicity itself.
substances. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Item Slot: Head 4,200 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Property: Gain a +1 item bonus to Fortitude and Will Lvl 19 +4 105,000 gp
defenses against attacks made by Large or greater Item Slot: Neck
enemies. Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor action. Immediately make a saving Property: Gain a +1 item bonus to Acrobatics checks.
throw against ongoing poison damage. Lvl 14 or 19: +2 item bonus.
Lvl 24 or 29: +3 item bonus.
Hellish Crest Level 6+
Power (Daily): Immediate Interrupt. When you are immobi-
This dark steel circlet seems designed to protect a tiefling’s lized, restrained, or slowed, you immediately end one of
horns. these conditions.
Lvl 6 1,800 gp Lvl 16 45,000 gp
Item Slot: Head Disarming Veil Level 15+
Property: Gain a +2 item bonus to Intimidate checks. This cloak’s large folds entangle the enemy and disarm it.
If you are a tiefling, you gain a +2 item bonus to damage Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
rolls against bloodied foes. Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Lvl 16: +4 item bonus to Intimidate checks and to damage Item Slot: Neck
Chapter 5: A Fighter's Tools
108
WAIST SLOT ITEMS WONDROUS ITEMS
Magic belts enhance a character’s stamina and his abil- Wondrous items produce unique and unusual effects.
ity to withstand exhaustion and physical challenges. They are prized by characters of any class.
WAIST SLOT ITEMS WOUNDROUS ITEMS
Lvl Name Price (gp) Lvl Name Price (gp)
2 Fearless man-at-arms belt (heroic tier) 520 5 Whetstone of adamantine edge 1,000
9 Martial balance belt 4,200 7 Case of deafening noise 2,600
12 Energy boldness belt 13,000 7 Quiver of flaming roar 2,600
12 Fearless man-at-arms belt (paragon tier) 13,000 9 Sheath of the champion 4,200
22 Fearless man-at-arms belt (epic tier) 325,000
Case of Deafening Noise Level 7
Energy Boldness Belt Level 12 This case for crossbow bolts is made of hide and brass. Upon
When you wear this belt, each wound you deal your foe be- command, one of the projectiles can explode in a peal of
comes an opportunity for you to recover. thunder.
Item Slot: Waist 13,000 gp Wondrous Item 2,600 gp
Property: +2 item bonus to Endurance checks. Power (Daily ✦ Thunder): Minor Action. The next basic
Power (Encounter): Free Action. Use this power when you ranged attack you make with a crossbow before the end
score a critical hit against a foe of your same level or of your turn becomes a burst 1 centered on the original
higher. You can spend a healing surge as a free action and target. Use your normal attack bonus for the attack, but
109
Organizations CHAPTER 6
E
vening fell on Edresk’s roofs and streets. Riglen and his companions had spent the better part of three
days trekking down the road that bisected the baron’s lands. All of them spoke heartily of putting the
dangers of the fight against the dragonborn warlock called Syphodol behind them.
Sheran had insisted on visiting Edresk. The rogue had heard the new baron offered a substantial reward to adven-
turers who helped put out the fires of rebellion plaguing his land. The baron, Sheran suggested, might repay them
with a detachment of soldier to assist in the war against Jarek. Riglen had approved the idea with a shrug and a
muttered assent, but he had to admit a few days behind town walls sounded fine to him. Eating a meal worthy of the
name and sleeping in an actual bed were luxuries he had not known for too many weeks.
The meeting with the baron, a pleasant man with a good head on his shoulders, had proven less boring than the
fighter expected. His companions had handled most of the bargain, although Riglen felt the need to step in when it
was time to define their reward; with a few words, he had convinced the baron to agree to a much more interesting
offer than the simple bounty of coins Sheran asked for. Satisfied, the fighter had stepped back again, musing how he
would spend his share, while the rest of his companions kept asking questions about endless and superfluous details of
their mission.
If their first day in Edresk had been pleasant, though, the night was an entirely different matter.
After a dinner in a noisy and colorful central tavern, Riglen headed for the lodgings they’d rented, where his com-
panions were most likely already asleep. The twisted and narrow alleys of the town were a veritable maze, arrayed in
a chaotic and unpredictable layout.
Suddenly, Riglen glimpsed two shadows sneaking past him on the right. When he snapped his gaze forward, two
more cloaked figures stood before him.
“Come, stranger, give us a good reason not to kill you here and now,” the largest said, his voice coarse and stinking
of cheap ale. The torches at the alley’s corners hinted at the aggressors’ rough faces and glinted off plate armor worn
beneath their cloaks.
Riglen instinctively brought one hand to the hilt of his sword and the other to his pouch. He was not about to consent
to a robbery now, not when things were finally looking up.
“Your purse’s money is dripping with blood, stranger,” one of the cloaked man said, his eye on the pouch. “It
comes from the people’s sacrifices, and it will not be spent in the brothels of distant lands by an adventurer with no
honor who sold his services to the usurper.”
“What do you know about honor, dog?” the fighter snapped. But the words felt heavy in his mouth when he parsed
his assailant’s words. As he frowned, the other men pressed him with more questions.
“Now you will tell us why the baron hired you and your companions, and speak the truth. He asked you to investi-
gate the Graywood affair, didn’t he? You had to examine what was left of the caravans and the guards, is that not
so? Is there a diviner in your party?”
Riglen moved his hand away from the pouch as he realized the true reason for the ambush. “You know more than
my friends and I could ever find out about that assault, don’t you? Now put your swords away, before I do it for
you, and tell me why you’re calling the baron an usurper. I usually don’t mind where my money comes from, but a
resume of service to murderers and tyrants doesn’t sit well with either my stomach or my usual employers’.”
110
Alberto Bontempi
FIGHTERS AND MARTIAL ORGANIZATIONS
Heroic fighters are the champions of epic poetry and A few military brotherhoods follow a different
song, the protagonists of noble odes and tales, admired ranking system, however. Their members might have
and cheered by all who have heard of their deeds. It is equal position and standing, enjoying the same rights
any surprise, then, that the greatest fighters attract many and shouldering the same burdens. Others might
followers, ready and willing to serve under their banners, entrust a council of veterans to lead them, taking into
or that a group of nostalgic warriors decides to renew the account only tacit distinctions involving age and expe-
memory of an illustrious fighter of a past age by form- rience on the battlefield. Still others might break their
ing a company in his honor? In the end, most battles are ranks into specialized divisions or cells, with either no
won by deploying mighty armies, and is not an army an central leadership or one commander appointed to
organized group of fighters? To many fighters, joining a direct a council of his fellows.
martial organization is a natural choice, and such organi- Most martial organizations’ needs make democratic
zations are vital for characters hailing from this class. models unpractical. Unlike an academy of magic or a
It would not be proper to assume that any army priesthood, a mercenary company cannot afford to dis-
can automatically be considered a proper martial cuss its decisions in committee. It needs to act swiftly
organization. The latter, at least in the sense this book and efficiently as soon as an emergency arises. Dec-
means it, is something more than a simple congregation larations, invasions, surprise attacks, and retaliations
of soldiers. A martial organization is a group marked by require swift, decisive action. As such, the pyramidal
Chapter 6: Organizations
a strong cohesive spirit, an organization whose mem- structure is the most common, especially if the organi-
bers share the same ideals and pursue the same goals. zation is very large or is tasked with the defense of a
It is are much like a political faction: it has a strong strategic outpost or a vast territory.
sense of camaraderie and identity and longs to fulfill a
goal common to its membership. Duties and opportunities
Whether they gather to begin a campaign of A professional fighter’s needs are simple, but often
conquest, to defend themselves from an outer threat, to expensive: well-kept and sturdy armor, effective weap-
protect their interests, or simply to gain more political ons, decent meals and lodging, in some cases a trusty
power and influence, a martial organization’s members steed. Many martial organizations grant their members
can attain considerable benefits and privileges. They all these amenities, along with goods and services at
can demand better payment for their services, acquire a reduced cost–perhaps reduced to nothing. Their
superior weapons, rule over vast territories as a true barracks, training grounds and smithies become even
lord would, and even conquer and rule a kingdom. more valuable if they set up shop in remote or uncivi-
Of course, martial organizations can embrace very lized places; the organization’s base becomes a safe
different values; their members are at least as varied as refuge to use between adventures, perhaps a bastion of
they are. Stern and inflexible law enforcers, affiliated civilization itself. Circumstances and budget permit-
to longstanding martial academies and determined ting, an organization can even grant magical healing
to ensure civilized laws are respected throughout the to its members and provide useful magic items to its
community and to see all crimes punished; orders of highest-ranking officials.
knights errant willing to protect the weak and defend The greatest benefits a fighter gains from a mar-
the most remote outposts; mercenary companies with- tial organization’s membership have nothing to do
out scruples, ready to sell their swords to the highest with wealth and money, though. A faction provides a
bidder and caring only about wealth and personal in- character with protection and guidance, giving him
terest; sadistic warriors who enjoy the fear and destruc- faithful allies and powerful masters he can rely upon.
tion they spread with their dark deeds. With so many For example, if the GM requires that a character needs
different goals, it is no surprise that certain organiza- specific training before mastering a martial ritual (see
tions prefer to act in the light of day and let their fame Chapter 2: A Fighter’s Power), acquiring a combat style
spread in the world, while others keep their existence a (see Chapter 4: A Fighter’s Feat), or selecting a certain
secret and promote their plans from the shadows. paragon path, one of the organization’s veterans can
provide the necessary instruction.
Hierarchies In addition, a character affiliated with a martial
Being militaristic organizations, these groups of fight- organization can count on his network to link him-
ers often mimic the command chain of an army, with self and his companions to potential employers. The
the foot soldier at the bottom and the general at the organization is a natural place for patrons to start when
top. This hierarchy, except in a few rare cases, defines they seek adventurers and mercenaries, and any job, in
both a member’s position within the organization and the hands of a skilled GM, can become the launching
his powers and duties. point for an exciting adventure.
112
What the martial organization asks in exchange for MARTIAL ORGANIZATIONS
these benefits is very simple: undisputed loyalty and
monetary contributions. The latter can be gathered in
IN THE WORLD
A martial organization is either a private army or a
many different forms, from fees paid on a regular basis detachment from a regional or national one. Like any
to a percentage of the member’s take from mercenary or armed force, its influence depends on the equipment,
adventuring work. Still, no fighter should ever forget that morale, skill, and numbers of its members, on the
the most valuable thing he can contribute is his pres- talent of its great captains, and on the territory and
ence on the battlefield in times of war, and no member fortified positions it either holds or can take control of
of a martial organization remains in good standing if he on short notice.
denies his fellows the strength of his arm! Almost by definition, a private military force
must either be strong enough to seize the throne of
Rank in an organization whatever region it operates out of, or on very good
As described above, martial organization often employ terms with the present rulers. Those martial organiza-
a hierarchical structure like an army’s. According to this tions that get on the bad side of their king or em-
system, lower-ranking fighters are subject to the author- peror rarely survive; when they do, their commander
ity of an officer, who in turn answers to higher-ranking usually becomes the next ruler or the power behind
officers. Control is tighter at the bottom ranks and more the throne! The vast majority of martial organizations
relaxed at the top, with the organization’s leaders giving are in good standing with their regional governments,
more trust to commanders who have proven their judg- however, serving as veteran mercenaries when the
Chapter 6: Organizations
ment and fighting skill by rising through the ranks. country goes to war or defending the countryside
Martial organizations usually promote on the basis from monstrous incursions.
of mighty deeds, cunning tactics, or political maneu- The exceptions to this rule are martial organiza-
vering. A mercenary company only a few steps removed tions that operate in the shadows. Conspiracies can
from its days as a band of raiding savages elevates the only go so far with subterfuge and sorcery; if they
bravest and most powerful warriors in its ranks. An have any hope of one day taking power, they required
order of knights in a decadent merchant-princedom an armed force, and often that means forming an
raises up those members whose skill with cloak and army in secret. Fighters who pledge themselves to
dagger matches their skill with sword and lance. Most revolutionary zealots, scheming usurpers and other
martial organizations fall somewhere in the happy mid- enemies of the existing regime can hope to one day
dle, granting leadership positions to officers who prove tread jeweled thrones beneath their feet–but for now,
adept at every aspect of warfare. they must live as fugitives.
113
Allies and antagonists Behind every warring group lies a story of al-
Martial organizations usually find their best friends liances, conflicts, truces, and vendettas. After all, if
seated on thrones and in the halls of parliaments. A a combatant needs to join with others like him to
ruler requires force to back up his decrees and to either increase their strength or gain protection, powerful foes
intimidate the populace or infuse them with confi- must threaten him. Dealing with such threats some-
dence. Often, he will find it easier to trust the loyalty times requires more than force of arms: It also requires
of a well-paid or ideologically motivated organization discretion. How would people react if they knew that
rather than his own subordinates or vassals. the country won the last war by bankrupting the
Merchants, too, value martial organizations, both as treasury to contract a mercenary company’s services, or
customer and employee. A blacksmith obviously loves that victory came from a series of murders perpetrated
having a mercenary company encamped within purchas- by a team of spies and commandos? The mercenaries,
ing distance, but so, too, do seamstresses and grocers spies, and commandos involved, to say nothing of their
and members of almost every profession–provided the employers, would rather not know the answer!
martial organization’s members are well-disciplined or Sometimes, a martial organization’s secrets do not
well-meaning, anyway. Caravan masters and merchant- concern their members’ actions, but rather the objec-
man captains prize the assistance of capable fighters, too, tives they pursue or the story behind their founding.
because without powerful defenders their shipments An honored knightly order may answer to a power-
would never pass through the wilderness intact. hungry noble with plans to usurp the throne; a sect
Unfortunately, for every powerful ally a martial of fanatic fighters could be the true power behind a
Chapter 6: Organizations
organization boasts, it usually faces at least a half-dozen fencing school, and use the younger recruits to fill
enemies! Rival mercenary companies or politically their ranks with the most promising swordsmen; an
opposed factions provide the most obvious opposition. esteemed militia guarding farmlands against raiders
These are the foes a fighter prefers. They offer a stand- could have been a band of outlaws and brigands just a
up fight, and knocking them down proves the victor’s few years before.
martial prowess in the most direct way. Sadly, such
rivals are the least of most organizations’ worries.
READING ORGANIZATIONS
If the organization’s members are charged with The next section features a few martial organizations
keeping the peace, every miscreant from two-bit thugs that can easily be included in any campaign. The GM
to thieves’ guildmasters will want them out of the way– can use the following information to encourage inter-
preferably permanently. Combating foes who strike ested characters to join an organization they like, or to
from the shadows falls outside the typical fighter’s create an adventure revolving around an organization’s
purview, so these enemies often cause trouble dispro- plans. Each organization also includes a statistics block
portionate to their actual power. detailing its main game traits.
A martial organization may cross more esoteric Lore: Information a character can gather about
groups, such as wizards’ colleges and local cults, quite the organization, its goals, its secrets and other relevant
without realizing it. Few fighters understand the rituals details. Each entry requires a specific knowledge check
and rites of mystics and academics, and many are in- (such as Arcana, History, Religion) at the specified DC.
clined to say the wrong word in an environment where Organization: The organization’s general profile:
words, not deeds, are the source of one’s reputation. Of its declared goals, the allies it can rely upon and its
course, in as many cases, a martial organization actively main opponents, its available resources, the influence it
attacks a cult or college; from royal decrees to religious exerts over local or foreign powers, and its constitution.
fanaticism, the reasons for such an assault are as varied Leader: The organization’s leader or leaders.
as the organizations capable of launching one. Headquarters: The place or places where the
Even an organization that deftly navigates the organization’s power is gathered.
muddy waters of politics, religion, magic, and law is not Hierarchy: The organization’s structure and
free of foes, though. Civilized enemies are just the tip of ranks, its rules, and the behavior it demands from its
the iceberg; beyond the city walls, beyond the cultured members.
and well-guarded fields, beyond the busy causeways Members: An organization’s typical members,
and canals, lies an entire wilderness teeming with mon- from its lowliest minions to its best special agents.
sters and savages, hordes and horrors. Symbol: The emblem the organization uses as a
mark of distinction among its members and the rest of
Hidden secrets the world (or only among its members), usually sym-
Many organizations hide at least one great secret; mar- bolic of its nature and purpose.
tial organizations are no exception. Adventure Hooks: A few suggestions for involving
the organization and its members in your adventures.
114
BROTHERHOOD OF BLOOD LIONS
These brave gladiators show such a fierce and proud Organization
loyalty to their organization and to their companions The Brotherhood of Blood Lions is commonly known
that they give new meaning to the word “brother- as a famous and close-knit group of gladiators who win
hood.” Each fighter is expected to respect, assist and all contests they attend and draw huge crowds when-
protect his companions in any circumstance, save one: ever they appear.
When two Blood Lions must fight in an arena, they The groups’ athletes and combatants are very pow-
must do so to the last blood, without showing com- erful indeed, and they have been trained to overcome
passion or regret. Like wild animals, they know only the most difficult challenge: contests against a team
the strongest survive. of rival gladiators, duels to the death, or fights against
bloodthirsty monsters. Blood Lions always offer a
Brotherhood of Blood spectacular performance and almost always prevail over
Lions Knowledge their foes. They attribute their successes to their con-
A character knows the following information with a stant training, but rumor and hearsay speak of a secret
successful skill check. pact they enter into to enhance their strength.
Arcana DC 15: Brotherhood members are ru- Still, there is another secret behind the Brother-
mored to attend a mysterious and savage initiation rite hood’s origins: Today’s gladiators are only the latest in
Chapter 6: Organizations
when they join the organization, a circle of invincible combatants who used to meet
in order to establish an everlasting at an extraplanar crossroads a thousand
blood bond with the other Lions. years ago (the crossroads now lies
Although sages are rather skeptical deep beneath the Blood Li-
about this rumor, all Blood Lions ons arena) to meet in battle
believe that the ritual can make and prove their valor.
them virtually immortal, and Leader: The gladia-
that after the ritual, a combat- tors are led by Paikros,
ant will only fall by the hand of a dragonborn of great
a brother. experience and at the
Dungeoneering DC 20: peak of his strength.
A few gladiatorial arenas His brothers venerate
feature hidden levels beneath him like a demigod, and
their battlements, and the often invoke his name,
awesome battleground where hoping to gain strength
Brotherhood fighters cross and inspiration from his
arms is one of these places. It example. Paikros does not
is no secret that an arena often let his privileged status in-
features a hidden level where terfere with his duties and
the rarest and most danger- treats his men with respect
ous beasts are kept: It is the and loyalty. None has ever seen
same level that hosts the traps, the him lose his temper… except
elevators and the devices that allow against foes who try to defeat him
the organizers to alter the battleground. with dirty tricks. His wrath is usu-
But very few know that there are two more ally the last thing an enemy sees.
underground levels, where Blood Lions are rumored Headquarters: The underground halls of the
to gather and perform eerie rituals. arena where the Lions fight include their quarters, the
Dungeoneering DC 35: The Blood Lions arena armories and the natural grottos where the fighters
hides an unthinkable secret: Deep beneath the dun- can relax in pools of warm water and enjoy pleasant
geons, more than 120 feet underground, lies a room massages. More restricted (and guarded) areas host the
that leads to the sidereal areas of the elemental may- Brotherhood rites and lead to the rift that opens on the
hem. Constant connection with those planes of exist- elemental mayhem.
ence has generated a planar seepage, and now the entire Hierarchy: In the Brotherhood of Blood Lions, all
Roberto Pitturru
area around the rift is surrounded by corrosive geysers members are equal: The word and life of any member
and everlasting flames. has exactly the same value. After a particularly hard
fight, those who have distinguished themselves in battle
115
can enjoy a few temporary privileges as a form of hom- Blood Lions draw their martial superiority from their
age to the valor they have demonstrated, but this status experience and from the reputation they have grown
lasts only until the next match, the next victory. in many years of combat, vanquishing their enemies
Members: The Brotherhood is very selective when with skill and pride. The following feat is a heroic tier
it comes to accepting new members, although it ig- feat that can be selected by a character of any level
nores racial or social factors: Anyone can join, provided who has joined the Brotherhood of Blood Lions.
they show extraordinary strength and stamina.
Symbol: A gladiator with a lion’s head. Blood and Honor [Fighter]
Adventure Hooks: A character’s affiliation with Prerequisite: Fighter
the Brotherhood of Blood Lions can provide the GM Benefit: When you make an attack of opportuni-
with many adventure hooks revolving around gladiato- ty, the bonus granted by the combat superiority class
rial games, or about shadier clandestine fight and slave feature is equal to your Wisdom or Charisma modifier,
rings. In any case, involved PCs will have plenty of op- whichever is higher.
portunities to test their mettle and survival skills. Special: You must be a member in good standing
✦ A brawny tiefling called Recluse, en experi- of the Brotherhood of Blood Lions.
enced dagger-wielding fighter, has just joined
the gladiatorial circuit and has already earned
himself a name. Although he rarely attends train-
ing sessions and when he does he never displays of the next games grows closer. What is the reason
Chapter 6: Organizations
any special skill, when he enters the arena he is for the beasts’ disconcerting behavior? Can it be a
incredibly lucky and his savagery has earned him sign of greater trouble to come?
the public’s favor. The most experienced brokers ✦ Madigan, the old arena trainer, is slowly dying.
are convinced that something is not right, and are His greatest wish is to see the Belt of Triumph, the
willing to pay a handsome reward to those who trophy meant for the greatest arena champions, one
will reveal his secret. last time. Madigan won the belt in his youth, but it
✦ In the last few weeks, the beasts held beneath the is no longer in the arena halls. It was lost nine years
arena have been acting strangely. The keepers say ago in the foul Trekks Bog along with a fugitive
the animals and monsters do not eat, stay awake all gladiator. Is there a hero among Madigan’s young
night, and refuse to leave their cages. Organizers disciples willing to risk his life to fulfill his old
and handlers do not know what to do, and the day master’s last wish?
116
entity with female features; nobody knows what the lake, where once stood the temple of a dark elf deity.
dark elf gave in change for the armor, but the purple Just below the murky lake lies a huge hall sustained
tattoo scarring his face looks very much like the seal of by rows of high pillars, which can only be reached
a demon’s pact. through a narrow and twisted tunnel. The Comman-
dos’ leaders met there to make their decisions and
Organization plan future attacks.
This circle of fighters play a dangerous game. They Hierarchy: The Commandos are comprised of
are a power-hungry group and are many different strike teams, each one includ-
willing to do anything to gain ing about a half-dozen members,
more influence. They have trained to work together to make
many enemies, both among their missions go as swiftly and
the targets of their missions smoothly as possible. Outside
and the patrons they have their team members, the
betrayed when they got Commandos only know
a better offer. Still, the the superior they take
organization seems to orders from. This cell
know how far they structure contributes
can push themselves, to the organization’s
and that they have to secrecy and keeps
Chapter 6: Organizations
maintain a sem- internecine feuds to a
blance of respect- minimum.
ability to keep get- Members: Mem-
ting jobs from the bers of every race
most powerful and and background fill
wealthy patrons. the Commandos’ ranks.
Leader: The or- Fighters are the backbone
ganization is led by two of the group, but each team
partners, a dark elf, Darzuul, always includes a character who
and a young human, Caineth. works as a leader or as a support
They rarely agree on anything, and they combatant, providing the team with
have had many fierce debates about the best small doses of divine or arcane pow-
course of action to follow and the best jobs to accept. ers. Humans, half-elves, tieflings, and dragonborn are
The former is a leader with a magnetic personality and equally common in the ranks of the Crimson Dusk,
a forked tongue, while the latter is a grim executioner which include even a few eladrin and halflings.
who kills without remorse or hesitation. Symbol: A wolf with blood-red moon behind it.
Headquarters: The Commandos’ refuge and seat Adventure Hooks: Although they are not an
of power is a network of caves around an underground actual criminal syndicate, the Crimson Dusk Com-
The following power describes a well hidden secret, Effect: Make a Perception roll with a +5 power bonus
jealously kept by the organization’s master and against the target’s Stealth. If you succeed, you know
passed on to the most promising Commandos. It that one or more creature are located within burst (de-
saved the lives of many Commandos and it let many pending on how many creatures have failed the oppo-
others succeed when their mission seemed irre- sed check), and you know the generic direction of their
deemably compromised. location. If you win the check by 10 or more, you know
the precise location of a concealed creature that failed
Seek and Destroy Fighter Attack 17
the opposed check; you may move towards the target as
An experienced Crimson Dusk Commando has completed a free action and then make a melee attack against that
many espionage missions and knows how to infiltrate an target, ignoring the usual penalties due to cover and
enemy camp. He can feel when an ambush is near and he concealment. If you win more than one check by 10 or
can strike his foes before they come out of hiding. more, you will have to select only one target to attack.
Encounter ✦ Martial, Weapon
Roberto Pitturru
117
mandos are undeniably a group without scruples and
willing to sink to whatever lows seem useful. This
sets them apart from most martial organizations
and allows the GM to involve the shadiest and most
elusive characters, either as affiliates of this disrepu-
table organization or as its opponents.
✦ Beneath the Scale Peaks, the followers of the
Share’th Cult (a brotherhood of sadistic dwarves
worshipping a dark insect-like god) are perform-
ing a ritual that will hopefully summon their
patron in the world. Agents of the Crimson Dusk
have been hired to steal the book that contains
the ritual, along with all components required
to celebrate it. Of course, the Commandos are
not interested in the common good: The dark
elf who hired the Commandos has paid them an
exorbitant fee.
✦ The characters are visiting the holdings of the
Jerra’tys merchant house, where an important
Chapter 6: Organizations
118
branch to mark the spot where they have set a trap to his men, who have complete trust in his judgment and
defend their camp. would gladly give their lives to follow his orders. This
History DC 20: The Iron Adder Company is blind trust is balanced by the raucous revelries with
most known for their victory at Willowcreek, where which the Company celebrates its victories, a tradition
they fought a fierce battle against the hobgoblins of the that Greog intends to maintain–a decision that makes
western lands. The battle’s outcome was crucial, as it him even more popular with his men.
finally set the land free from the evil humanoids’ rule, Headquarters: The Iron Adder Company has no
and it also marked the first time the Kingdom entrust- headquarters, though there are a few spots in the wil-
ed the Company with the task of protecting its borders. derness where company members tend to return when
History DC 30: The Company takes its name they need to make camp. They build small temporary
from the woman who was believed to be the army’s shacks, tents, barracks, and pens for their horses, but
second in command many years ago. It is rumored that they tend to keep away from the main roads. They usu-
the Iron Adder was the founder’s lover, and that she ally favor narrow valleys or light woods, easier to watch
took over the company’s command when she poi- and defend.
soned her companion and his trusted lieuten- Hierarchy: The Iron Adder Company
ants. This merciless betrayal was followed by follows a traditional military ranking
many years of gruesome campaigns and a system. Greog, the high commander, is
reign of terror, which ended when the assisted and counseled by two captains,
exasperated soldiers rebelled against who in turn command a number of
Chapter 6: Organizations
their cruel leader and executed her. officers and field aids. These officers
must ensure that orders are obeyed
Organization and that soldiers keep their places
The Iron Adder Company is made of in battle. Discipline is very stern
hard and resolute men, used to the during military operations, but
rigors of military life. These soldiers becomes very lax in the respites
relentlessly patrol the King’s lands, between.
and are always looking for signs of Members: Anyone who knows
monstrous incursion, usually by how to wield a blade and has noth-
raiding bands of ogres. From time ing to lose, except maybe his own
to time, a few Iron Adder soldiers are life, is welcome to join the Company.
called upon to reinforce the Queen’s Iron Adders have no qualms about
regular troops. Although their bri- accepting strangers, half-bloods, and
gades have always proven themselves fugitives among their ranks, and if
faithful, well trained and decisive, they have denied admittance to a few
their lack of discipline –along with the criminals, they did it only to avoid
exorbitant price of their services– have drawing undue attention from the
generated an ill reputation. Company authorities. The army is mostly com-
members, though, do not care too much prised of humans, but dwarves are not
about their reputation. They live far from unusual, along with a few elves, half-elves,
major towns and settlements, and they are and dragonborn. Most members are fight-
content with the rough pleasures that a military ers, of course, although other combatants such as
life can give. They care only for the honor and respect rangers and rogues are not too rare.
they show each other. Symbol: An adder circling a spear’s shaft with
Leader: In spite of their fame and reputation –and its coils.
of their great strength and pride– the Iron Adders have Adventure Hooks: This fighting brigade is the
never shown any excessive ambition. Indeed, they have perfect organization for those characters who wish
always shown loyalty to the crown and support for the to escape their past and to begin a new life. The
populace. It is also for this reason that the undisputed Company does not provide many luxuries, but it can
commander of these soldiers has remained the same for certainly offer protection from the authorities’ wrath
more than fourteen years: Greog Wolm (human fighter or from personal enemies. In turn, the Company
17), a veteran with a booming voice and a short brown requires some skill with the blade and loyalty to the
beard that covers his many scars. Greog is loved by other members.
Roberto Pitturru
119
✦ After the last battle at Ghertenwort Wood, the are sharply divided as to their response. Some
Company captured an ogre called Ohrev. The would like to parlay and find a peaceful solution
brute is as dumb as he is strong, and during the with their rivals, while others want to attack and
interrogation he revealed many details about the settle the score once and for all.
whereabouts of his fellows. The Iron Adders are ✦ Traffic along the Money Road has dwindled in
eager to launch an assault that will wipe the ogres recent days, almost certainly because of the many
out once and for all, but little they do know that ambushes and raids that have plagued the trade
Ohrev is the dupe of a clever foe who arranged convoys that used to follow that road. What com-
his capture to lead the soldiers of fortune into a mander Wolm cannot accept is that his men have
deadly trap. been blamed for these crimes. Although he does
✦ An important Iron Adder camp located at the not like it, the mercenary leader has ordered his
mouth of the Tirhin River has suddenly run out of men to find the real bandits and to put an end to
water. The explorers sent to investigate the situa- the assaults before the King decides to listen to
tion learned that the Sparrow Brigade has settled the angry populace and turns the Company into a
upstream and has built a dam. Greog’s councilors scapegoat.
cepts many jobs that others would decline. Even origins (see Chapter 1: A Fighter’ Role). He gains a +1 bonus
amongst its hardened soldiers, however, Qwelenar to initiative checks and to saving throws against fear.
is considered reckless to the point of insanity. When
a battle seems lost even before it begins or a task Qwelenar Bladeleaf Level 8 Soldier
seems hopeless, the half-elf resorts to his unequalled Medium natural humanoid, half-elf fighter XP 350
skills and snatches victory from the jaws of defeat. Initiative +7 Senses Perception +6; low-light vision
Ogres have learned to fear Qwelenar’s name and his HP 78; Bloodied 39
poisoned spear, and he now leads the Iron Adder’s AC 25; Fortitude 23, Reflex 19, Will 19
scouting unit in battle and reconnaissance. Many of Saving Throws +1 against fear effects
his companions owe him their lives, and in time he Speed 5
has become the company’s paragon and living sym- m +2 Intangible Long Spear (standard; at-will) ✦ Weapon
bol: cunning, efficient, and opportunist. +14 vs. AC; 1d10 + 8 damage.
Physical Description: Qwelenar is lean and M Cleave (standard; at-will) ✦ Martial, Weapon
athletic; his dark hair, short and glittering, and his +14 vs. AC; 1d10 + 8 damage. See the D&D 4E Player’s
narrow green eyes seem to highlight his elusive and Handbook.
proud nature. M Lay Waste to the Enemy (standard; encounter) ✦ Mar-
Attributes and Skills: Qwelenar is resilient, and tial, Weapon
he can rely on a battle-trained mind and lightning +14 vs. Fortitude; 2d10 + 8 damage, and the target can
reflexes. regain the hit points lost because of this attack only with
Values and Motivations: Qwelenar is cunning an extended rest, and not with powers, abilities, or actions
and down-to-earth. He believes close emotional (such as a healing surge or regeneration).
ties to be a weakness and avoids lasting or serious M Viper’s Strike (standard; encounter) ✦ Martial, Weapon
friendships. +14 vs. AC; 1d10 + 8 damage. See the D&D 4E Player’s
Behavior: The half-elf swings from a talkative and Handbook.
sarcastic mood to long minutes of silence, in which he M Rain of Steel (minor; daily) ✦ Martial, Stance, Weapon
seems to carefully analyze those around him. He only See the D&D 4E Player’s Handbook.
feels at ease among the other Iron Adders. Encumbering Defense (minor; daily) ✦ Martial, Stance,
Useful Knowledge: Qwelenar knows the merce- Weapon
nary underworld very well. He also knows how to use Requires a two-handed weapon; Qwelenar gains a +3
poisons, and this knowledge has earned him many power bonus to AC and to Reflex defense.
victories. One prick from his spear is often enough to Alignment Unaligned Languages Common,
end a fight. Elven, Goblin
Mannerisms: Qwelenar remains cold and con- Skills Athletics +13, Heal +11
trolled even in the heat of battle. When he answers a Str 18 (+8) Dex 15 (+6) Wis 14 (+6)
question, he always looks his interlocutor in the eyes, Con 14 (+6) Int 11 (+4) Cha 12 (+5)
even if he is lying. Equipment +2 razor scale armor, +2 intangible long spear,
melee weapon alchemical treatment (poison)
120
KEEPERS OF THE STONE THRONE
A dwarven fortress-city is an impregnable bulwark their opinion is respected even on subjects that have noth-
carved in the depths of the mountains and built with ing to do with war and defense. In some communities,
huge marble and granite blocks. And yet, when even they also act as counselors, and they stand by the elders’
these stronghold’s walls are breached by besiegers and side when they need to make an important decision.
war is about to come to the very heart of a dwarven set- Leader: There is no acknowledged leader among
tlement, the Keepers of the Stone Throne stand fast as the Keepers: Their duty is so clear that a proper knowl-
the last line of defense against the invaders and the last edge of history and tradition is enough to tell each
hope of the hapless population. These untiring, honora- fighter what to do and how to behave. The only official
ble warriors are ready to stop and repel any invader with authority the Keepers have to obey to is the clan chief’s
their unyielding endurance. They are tasked with guard- rule, the same as any other dwarf.
ing a clan’s most important buildings and chambers. Headquarters: The Keepers of the Stone Throne
gather in a huge mansion carved in the mountain’s
Keepers of the Stone heart, inside a natural cavern that the dwarves have
Throne knowledge expanded and pierced with a hundred shaft, allowing
A character knows the following information with a light and air to freely circulate. The square before the
successful skill check. mansion is decorated with dozens of commemorative
Arcana DC 15: Many Keepers of the Stone statues representing the heroic defenders of the Stone
Chapter 6: Organizations
Throne have an enchanted iron belt, a powerful magic Throne who fell in past battles.
item that increases their prowess and keeps their heart Hierarchy: There are no leaders and subordinates
and mind steady. among the Keepers: Each one has his own duties,
History DC 20: According to an old dwarven and, at least during a battle, obeys the will of his
lullaby, a Keeper of the Stone Throne can feel when esteemed companions without argument. Outside
his hour draws near during a battle. combat, different points of views and
In that moment, the keeper debates are easily settled with a
can call upon his ancestors’ majority vote or by accepting
merciful assistance, and the the judgment of senior soldiers.
be ready for anything and Members: The organiza-
fight to his last breath. This is tion only accepts dwarves into
what happened to the dwarven its numbers, as they are the
hero Taum Fredrigg, who let only creatures deemed worthy
his soul go only after he van- of defending a dwarven com-
quished two fire titans. munity’s highest ideals… and
Dungeon DC 25: The its greatest riches.
mansion where the Keepers Symbol: A throne carved on
gather is not just a home or an the top of a mountain.
imposing stronghold. The build- Adventure Hooks: The
ing is an awe-inspiring mausoleum Keepers of the Stone Throne are a
dedicated to all those dwarven ances- traditionalist and stolid group, whose
tors who spilled their blood to defend members rarely leave their home clan
their people. Glyphs, friezes, and ancient to travel the world, explore distant lands
weapons on display tell a millennia-long and experience exciting adventures. On
story and hide many traps set to kill trespass- the other hand, they are the perfect choice
ers, including spinning blades, walls of darts, for a story revolving around sieges and under-
and gouts of flame. ground wars, where one key strategy or suicidal
final stand can determine an entire people’s fate.
Organization ✦ After a centuries-old feud, the Drammek clan’s rivals
Time and again, the clan was on the verge of extinction at have sent signals of peace and asked permission
the hands of savage invaders or hordes of monstrous crea- to send a delegation of diplomats. In public, King
tures spawned in the deepest reaches of the underworld. Tordenbaum has announced a great celebration to
Roberto Pitturru
Every time, any hope of saving what the dwarves held mark this historic event. In private, however, he fears
most dear rested with the Keepers of the Stone Throne, betrayal. A pious dwarf, the king fears his notably
and with good reason. These fighters are the pride of godless rivals –for so he has often denounced them–
dwarven culture and they are held in such esteem that will strike at the clan’s priesthood. At his instruction,
121
the Keepers of the Stone Throne will watch over the
clan’s “guests” and protect the clerics from any threat. A Keeper of the Stone Throne’s belt is part of a magic
✦ The Keepers of the Stone Throne have suffered item collection explicitly meant for the organiza-
a serious setback after a recent wave of giants’ at- tion’s members, intended to enhance their physi-
tacks. Most of their best fighters perished during cal prowess and stamina. Those dwarven fighters
the fighting or are too injured to take up arms once who have the privilege of wearing one seem able
more. It is vital that the breached defenses be re- to withstand any assault and their legendary vigor
stored as soon as possible, before the next assault is seems unending.
launched; thus, for the first time, the Keepers will Keeper of the Stone Throne’s Belt Level 15
seek help among adventurers from other races. This belt is made of sturdy iron plates set with gems of
✦ The inner halls of the forge, where the clan keeps different colors. It can enhance the wearer’s Athletics and
its most prized treasures, have been breached. Un- Endurance skills, and it can be activated to shrug off an
known intruders were able to reach the settlement’s enemy and the harmful conditions it has inflicted.
heart undisturbed and to steal relics and priceless Item Slot: Belt 25,000 gp
artifacts without leaving a trace of their passage. Property: Gain a +2 item bonus to Athletics and Endurance
The shame of this theft falls on the shoulders of checks.
the Keepers, who are sworn to protect these most Power (Daily): Free Action. You can use this power when
sacred halls. The Keepers must track down the you score a melee attack. The target is knocked prone,
thieves at any cost (even if it means accepting the and you can make a saving throw against an effect
Chapter 6: Organizations
help of spellcasters and bounty hunters) and wash inflicted by that enemy and that a save can end.
away their guilt with blood.
122
Organization The Order’s grand design depends not only on
Although the Steel Prophets are constantly tempted to strength of arms, but also on the information the
think otherwise, they know that the chosen ones will not Prophets can gather from the people. There are
come from their ranks and that no member of the Order always brave and honest men willing to aid the
can ever hope to wield a Spirit Weapon. Their task is Prophets in their quests, but there are also many
far more noble and demanding, and only their tireless evil and unholy villains ready to waylay the knights.
search ensures their prophecy can continue to provide a The following power can be very useful when a Steel
glimmer of hope in a world of darkness and greed. Prophet is looking for important information.
Leader: There is no official leader among the Steel
Prophets, but the most respected and esteemed mem- Steel Tribunal Fighter Attack 25
ber of the Order is with no doubt Lord Vedereth. This In the presence of an Order’s member, the tongues of the
old fighter may not be as strong as he was in youth, but wicked grow silent and their hearts stir in the chests, wrack-
his willpower is boundless and few can stand unbowed ing them with pain whenever they try to hide the truth.
before his palatable aura of authority. Daily ✦ Martial, Necrotic, Radiant, Weapon
Headquarters: The Order gathers in the Halls of Immediate Reaction Ranged 10
Omens, where rumors and evidence that might lead to Trigger: A creature wins a Bluff check against you
an artifact or chosen one are discussed and analyzed. Target: The creature that won the check
These somber marble halls, watched by silent com- Effect: You realize you have been deceived, and the effects
memorative statues, are protected by mystical traps of the successful Bluff check do not apply. Make an attack
Chapter 6: Organizations
that can probe a visitor’s heart and inflict excruciating against the target.
pain upon intruders and impostors. Attack: Charisma vs. Will
Hierarchy: The true Steel Prophets are noble Hit: 3d8 + Charisma modifier necrotic and radiant damage.
knights who acknowledge their companions as equals
in dignity and honor. A host of lesser warriors obeys
their commands and serves the Order even without ics might technically become Steel Prophets, but in
being aware of their plans, trusting in the truth and the inner circle’s long history, this has only happened
wisdom of their inner circle. a few rare times.
Members: The organization is almost entirely Symbol: A book surrounded by a circle of swords.
made of human fighters. Dragonborn and dwarves, Adventure Hooks: No organization rivals the
honorable races worthy of respect, are also welcome Order of Steel Prophets when it comes to adventures
and held in high esteem. Paladins, warlords, and cler- revolving around knightly quests, noble ideals and deep
Maichol Quinto
123
mysticism. Any member or even servant of the Order that the child is a Chosen One and they want to
could be ordered to take part in a perilous quest. A few take care of him before the world’s many evils can
examples are offered below. corrupt his special spirit, leading him astray. They
✦ The Sword of Drannith, possibly the most power- must carefully choose the heroes who will watch
ful Spirit Weapon of all, has been located in the over the baby, especially because the mother, an
deepest level of the Krewell Dungeon. The brav- eladrin prophet, might not agree with the Mas-
est knights will have to make their way through ters’ decision.
the mausoleum’s deadly illusions and bring it ✦ The Master of the Circle suspects that Sir Falhed
back to the Halls of Omens, steeling themselves Garen might still be alive, or that his soul might
against the gruesome fate that reclaimed all those still haunt the world. Whatever form the heretic
who tried before. has taken, he surely still strives to desecrate the
✦ A very special child is born in the village of Still- Spirit Weapons. The place where he met his fate
water. It is said that the newborn’s eyes are silvery must be thoroughly examined to find any trace
and that he spoke his first words on the very day that might lead to him and to put an end to his evil
he was born. The Masters of the Circle believe plans once and for all.
QUICKSILVER BLADES
Chapter 6: Organizations
124
fifty years old who oversees all activities in the Opal- Symbol: A tower standing over a whirlpool.
escent Tower. This impressive swordsman, silent and Adventure Hooks: Such an isolated and mysteri-
stern, relies on his mate Telvisia’s council; she may not ous organization, inspired by a warrior’s soul and yet
be as skilled as him with a blade, but she is an unsur- willing to explore the depths of magic, can be a source
passed mistress of the divining arts. of adventure at any level, from local
Headquarters: The Opalescent adventures designed for heroic
Tower is a building fashioned tier characters to interplanar
entirely from colored crystal adventures meant for epic tier
and glass. Anyone approach- characters.
ing the tower from outside ✦ Those who wish to
could see what happens join the Quicksilver Blades
within its walls, if it weren’t must pass a simple admis-
for the bright light that the sion test: to enter the Il-
tower radiates for more draskar Wood and get out
than 300 feet around. alive with a handful of
Those who have been so Iron Thorns, the deadly
lucky as to visit the tower briars growing only in
once have never been able that wood and crucial
to find it again, and it is to produce quicksilver
Chapter 6: Organizations
said that the tower con- oil.
tinually moves from the ✦ Little Selquerel,
world to the faerie land Caeluem and Telvisia’s
and vice versa. daughter, is missing.
Hierarchy: The The eladrin has suc-
Quicksilver Blades are cumbed to grief, and
a distinguished military without his lucid guid-
organization whose hierarchy ance, the Quicksilver
regulates both their military Blades are in turmoil. The
operations and their daily life. heroes must find out if the dark
Outside their duties, though, the creepers are behind this kidnap-
Blades interact with each other like ping, as some tend to believe, and
master and disciple; each member chooses a mentor bring the child back home before the organization
that will lead him along his path to perfection. In turn, is left defenseless for too long.
he will act as a mentor to a younger apprentice. ✦ The Opalescent Tower has begun drifting between
Members: The organization only accepts eladrin the world and the faerie land unpredictably and
and elves among its ranks, although an exception for a out of control. The Blades’ masters are very wor-
half-elf can be made from time to time. All members ried and fear that this unusual event might be a
are fighters who sooner or later have to acquire the sign of great planar upheavals. The most skilled
Arcane Initiate feat; only a few instructors are true and experienced blades must leave to explore the
wizards, whose task is to teach arcane arts and conduct planar paths to find out what is going on and put
magical research. things back in order.
125
Academy’s men-at-arms have never been routed and demands the Immortal Guard’s leader respect the two
do not know the shame of defeat. Peers’ decisions.
History DC 20: The Academy’s top ranks are Headquarters: The Academy Mansion is the
currently in the middle of an intense debate about the organization’s headquarters. At the center of its many
best course of action they should follow when dealing buildings, training grounds, barracks, refectories, store-
with other states. Crown Officers insist on keeping a houses, and stables stands the square tower, informally
diplomatic channel open to find a peaceful solution, called “The Falcon’s Nest” by members, which hosts
but the Immortal Guard’s captain does not intend the main war rooms and the Crown Of-
to endure more skirmishes launched ficers’ quarters. The Immortal Guard
by foreign “irregulars” against his also keeps a few units inside
border garrisons. The true reason the Mansion, although
for this conflict, though, lies most of its men are
in the recent past, when assigned to the
the captain launched an Queen’s Court or to
attack against the higher the borderlands’ garrisons.
Officers’ better judgment, Hierarchy: The
undermining their au- Academy employs
thority and putting the an elaborate ranking
entire kingdom’s peace system. While the cadets
Chapter 6: Organizations
126
tomorrow, at daybreak. Before then, the party of A member of the Immortal Guard is an elite halber-
heroes that left a few days ago under sergeant dier, ready to give his life for the safety of the royal
Moorclam’s guide must return to the camp with house. The following feat is a paragon tier feat that
the Banner of Life, the only magic item that can can be selected by a character of level 11 or higher
negate the Grim Tower’s necrotic effects. Rumor who fulfills the listed prerequisites and is part of the
places the banner among Virk Mausoleum’s relics. Immortal Guard.
✦ Something strange is going on in the Academy
halls: The maps of some territories have been Silver Falcon Immortal Guard
found out of their place in the archives, supply Prerequisites: Str 15, Con 13, Wis 13
orders have been delayed and many field aids have Benefit: The halberd becomes a high crit weapon for you.
been locked for days in their quarters, afflicted by In addition, when wielding a halberd, you grant a +1 feat bonus
an unusual and virulent flu, they say. The Officers the AC of an adjacent ally of your choice.
have already conducted a thorough inspection Special: You must be a member of the Silver Falcon
and have declared that no form of laxity or insub- Immortal Guard.
ordination will be tolerated. Others, more para-
noid, are convinced there is a hidden plot behind
these events. They fear an outside threat might nearest village, hobgoblins control the main roads,
soon make its move against the Academy. and the only well in the keep has been poisoned. A
✦ Being assigned to a borderland garrison is a grue- small team must brave the enemy lines and reach
Chapter 6: Organizations
some, thankless, and dangerous task, especially if the eastern woods, to ask the elven clerics who live
the garrison is more than fifteen miles from the there for help.
SWORDS OF VENGEANCE
After the King of Tyrtham was murdered and his lawful deeds. Many innocent soldiers have died by the rebels’
heir imprisoned in the castle’s dungeon, the kingdom fell hands, though they were only guilty of being press-
under the rule of a despot and the people were forced ganged in the Governor’s army. The population, stirred
to endure his tyrannical whims. The coup was made up by the organization’s members, has often started
possible by the army’s support, but not all soldiers have uprisings that were pacified in blood. And at least two
welcomed the usurper’s rise to power. The Swords of of the Swords’ attempts on the Governor’s life failed
Vengeance are a secret society founded by those soldiers because of their poor planning. Whatever the future
and officers who stayed loyal to the royal family and has in store for the kingdom, historians will not be too
fight to put the rightful heir back on the throne. These forgiving of the Swords of Vengeance.
fighters pretend to obey the new ruler’s orders by day
and dutifully fulfill their roles in the army; by night, they Organization
gather to plot and find a way to bring down the usurper The Swords of Vengeance are a small minority in the
and bring peace and freedom back in their land. ranks of the army, and it is for this reason that their
members are forced to keep their goals secret and to act
Swords of Vengeance underground. This forces the organization to pursue
knowledge slow and elaborate planes, with incomplete and fleeting
A character knows the following information with a exchanges of information that lead to reckless assaults.
successful skill check. Most of the Swords’ operations consist of ambushes and
History DC 15: The Swords of Vengeance are acts of sabotage, although they also exploit any opportu-
revolutionaries. At times, they seem to have been wiped nity to foster discontent and spread the seed of rebellion.
out, but always they return to launch an ambush or an Leader: The Swords of Vengeance are led by the
assassination attempt to kill the Governor. Council of Three Swords. The three Council members
History DC 20: The Governor is a tyrant who are Urmanthor Graymane, a middle-aged human with
oppresses his people and grows rich by stealing from silver hair and a commanding voice; Trevor Riorgan, an
the poor, although he maintains a façade of generosity. insolent half-elf whose courage borders on madness;
He is responsible for the death of the rightful ruler, and and Lord Syrian Veranthias, a good-hearted aristocrat
the Swords of Vengeance fight to restore the son of the who is now growing old. The three have different mo-
murdered king to the throne. tives and attitudes, but they always try to find a mutu-
History DC 25: The Swords of Vengeance’s noble ally acceptable compromise, swinging between heated
ends are not always pursued with honorable and rightful debates and a mutual esteem.
127
Headquarters: The Swords of Vengeance have a telling sign: This execution was planned by
no proper headquarters. They live in every mili- the Swords of Vengeance. Even before sunset,
tary group close to the Governor. Their most secret every corner of the city was filled with noti-
meetings, exclusive to the organization’s leaders, are fications of bounties granted to anyone who
usually held in abandoned storehouses or barns far turns in the killer or the incident’s instigators.
from prying eyes. Will the heroes join the hunt or do they have
Hierarchy: The Swords of Venge- something to hide as well?
ance are divided into four different ✦ Captain Ljundberg is in charge
levels; the first is the Council of of security procedures in Laurel
Three Swords. The Council has Palace, and he expresses grave
the control of the Command- concern that the upcoming
ing Swords, who give orders grand ball go smoothly.
to the Fearless Swords, who Still, he knows some infil-
in turn direct the activi- trator might hide among
ties of the lowest-ranking his soldiers, so he hires
members, the People’s the adventuring party
Swords. Each member as independent security
only knows a few others, who can keep their eyes
and none of their superi- on guests and guards alike.
Chapter 6: Organizations
128
Sheriff Baldonn Seviuos,
undercover agent for the Swords of Vengeance
Occupation: In order to keep his family safe from Baldonn Seviuos Level 14 Soldier
harm, Baldonn swore loyalty to the usurper, silently Medium natural humanoid, human fighter XP 1.000
vowing to himself that he would one day break this foul Initiative +8 Senses Perception +17
bond. When an agent from the Swords of Vengeance ap- HP 126; Bloodied 63
proached Baldonn, he found the support he was looking AC 32; Fortitude 31, Reflex 26, Will 27
for to fight the false ruler from within his own army. If Speed 5
necessary, Baldonn will take up arms to defend his ideals. m +3 Resolute Longsword (standard; at-will) ✦ Weapon
Physical Description: Baldonn is a tall, gaunt man. +22 vs. AC; 1d8 + 12 damage.
His deep dark eyes and his goatee give him an aura of M Sure Strike (standard; at-will) ✦ Martial, Weapon
stern authority. He always wears his Sheriff’s uniform at +24 vs. AC; 1d8 + 6 damage.
court and likes to play the part of the tyrannical torturer. M Tide of Iron (standard; at-will) ✦ Martial, Weapon
When he acts in the name of the Swords of Vengeance, Requires a shield; +22 vs. AC; 1d8 + 12 damage. See the
though, he hides his armor beneath simple black clothes D&D 4E Player’s Handbook.
and lets his true, benevolent nature come forth. M Brutal Domino (standard; encounter) ✦ Martial, Weapon
Attributes and Skills: Baldonn is cunning and +22 vs. AC; 2d8 + 12 damage, and Baldonn pushes the
prudent, but he is also a healthy and brawny man. He target 1 square and knocks it prone. If the target ends its
Chapter 6: Organizations
is an experienced rider and has a good knowledge of movement in a space occupied by a creature, the creature
the local laws. is dazed until the end of Baldonn’s next turn.
Values and Motivations: Baldonn is tired of M Come and Get it (standard; encounter) ✦ Martial, Weapon
serving the usurper. He knows, however, that his role See the D&D 4E Player’s Handbook.
is crucial to the Swords of Vengeance’s aims and that M Victorious Surge (standard; daily) ✦ Healing, Martial,
his cover is almost perfect. He never does anything Reliable, Weapon
rash lest he compromise the rebellion’s success. +22 vs. AC; 3d8 + 12 damage, and Baldonn regains 31 hit
Behavior: When he plays the role of Sheriff, Bald- points. See the D&D 4E Player’s Handbook.
onn is cold and merciless. He fears the day when, after Resist Tortured Senses (immediate interrupt; daily) ✦
so much time spent in the usurper’s service, he will Martial
actually become the monster he pretends to be. Baldonn is hit by an attack that deals radiant or
Useful Knowledge: Baldonn is an experienced thunder damage; Baldonn gains resist radiant 12 or
falconer, and he knows how to handle many animals, resist thunder 12 until the start of his next turn. The
including the mounts of the royal stable. He also type of damage is the same of the attack that hit
knows the stables hide a secret passage that leads Baldonn. If the attack inflicts a condition of blinded,
directly into the castle. dazed, deafened, or stunned that a save can end,
Mannerisms: Baldonn often pats his beard when Baldonn automatically succeeds on that save at his first
he is nervous or doubtful. If he is on a mission for opportunity.
the Swords of Vengeance, he keeps such unconscious Alignment Good Languages Common, Dwarven
gestures at bay and acts with more prudence. Skills Intimidate +13, Stealth +14
Origins: Baldonn has chosen the outlaw’s origins Str 22 (+13) Dex 13 (+8) Wis 18 (+11)
(see Chapter 1: A Fighter’s Role). He adds Perception Con 14 (+9) Int 11 (+7) Cha 12 (+8)
and Stealth to his class abilities and gains a +1 bonus Equipment +3 hydra scale armor, warding heavy shield (lvl 14),
to Perception and Stealth checks. +3 resolute longsword
129
A Fighter's Arena Chapter 7
H
e had fought for many years in the arena. He knew its sand’s bitter scent, a combination of sweat,
iron, and blood so pungent that many gladiators were dazzled by it.
He was of the Blood Lions, the gladiators’ brotherhood, and he was used to the crowd’s roaring
encouragement, to the thunderous and deafening applause of hundreds of spectators. He had killed beasts and
monsters, he had broken other champions, he had won grueling competitions, and yet none of this could have
prepared him for the Elemental Vortex Pit.
Riglen’s gaze swept across the shifting, alien horizon of the planar arena. He was mesmerized by the chunks of
eyes and the bubbles of lava spinning in the dark void beyond the unending marble colonnade. It was as if the very
building blocks of the universe had been scrambled by some insane entity, twisting and binding them to shifting and
unnatural rules. Waterfalls and flickering flames danced around each other, raising walls of scorching steam; chunks
of ice as hard as stone rose from the ground, forming clusters of sharp blades with no discernible pattern or warning,
sometimes near molten pools of boiling magma.
Seilen the wizard had tried to explain that place’s origins as a rift in the planes, a twisted corner of hell where archons
and devils fought to settle their eternal disputes. But those words had only confused Riglen more.
The arena’s crude tiers were filled with a raucous crowd of alien beings. Although their cries echoed in languages no
human tongue could form, the fighter knew they eagerly anticipated his imminent fall.
“Ironic, isn’t it?” Sheran mocked him as she tried to pick her manacles’ locks. “Men or devils, they’re are all
looking forward to see your blood spilled for their amusement.”
Riglen smiled. “It’s the arena’s law, baby,” he answered sardonically, “and I bow to it. But I don’t expect you to
understand, as you do not bow to any law.”
The others followed Kail’s suggestion and kept close and alert. But their attention was caught by a nearby
geyser that sprang hissing from the ground. As the ground spew smoldering stones, huge creatures made of flames
appeared; their eyes and their hair were of black smoke.
“Make a circle around me!” cried Gorgan the dwarf, calling his deity’s blessing upon his companions.
A few feet from them, a frozen pool crackled as if the ice were about to break. Then the water solidified and took the
shape of a translucent titan.
“At least I know why they call it the Elemental Vortex Pit,” the fighter said.
When the elementals appeared, the crowd stirred and cheered even louder, eager for the upcoming fight.
Their noise became a deafening wave that submerged even the weak muddy battleground.
Sheran was right, after all, though not in the way she’d meant her mockery; the inhuman chants of bloodlust and
expectation could be as inspiring as the cheers of a human crowd, and as intoxicating.
“Here’s the true heart of this arena,” Riglen shouted. He let adrenaline rush over him like a flood. With one twist
of his muscles, he snapped the ensorcelled chains binding him to the arena floor–but made no move to abandon the
position they had held him to.
Instead, raising his arms and head to the strange stands, he threw back his head and roared, “I will be your
champion!”
130
Alberto
AndreaBontempi
Longhi
BATTLE ARENAS
An arena is a huge stage and the fighter is its main Of course, in a fantasy world populated by
player. Hosts of gladiators and teams of athletes vie thousands of fearsome and wondrous creatures, it is
for supremacy on these sun-scorched sands, compet- unavoidable that these creatures are used in gladiatorial
ing to win freedom or riches, to survive or just to en- battles as well. Generally, a particularly hideous beast is
tertain a cheering crowd. In these circuses, the sand is unleashed against an entire squad of doomed soldiers;
drenched in blood and the underground armories and sometimes, though, one or more intelligent creatures
chambers echo with the smiths’ busy hammers and are trained to fight alongside humanoid warriors, or
the muffled cries of combatants undergoing gruesome even to lead them into battle.
training; even after a contest, the crowd’s cheers seem In such a context, none can ever believe he will
to linger over the tiers. stay on the top forever: Sooner or later, a more power-
An arena might be intended as a tribute to valor, ful fighter will enter the arena. This is the first and
built by visionary artists to celebrate military might, or most important lesson a gladiator should learn: The
a disreputable fighting pit holding clandestine brawls, crowd is a merciless judge, and will only grant mercy
but it always attracts fighters like moths to a fire: even to those who have ensured their entertainment. In this
outside the battleground itself, deals –both proper and deadly game, a brave fight does not just mean victory,
illicit– are cut, and a combatant’s –or even an entire it is the minimum requirement for survival.
kingdom’s– fate is decided.
Chapter 7: A Fighter's Arena
Arenas as adventuring
Heroes in the arena sites
Gladiators might be war prisoners, criminals or free The roar of an arena crowd is a siren call for many ad-
combatants looking for notoriety, but they are often venturers; the site of gladiatorial games can also be the
hailed as heroes. Their fame rises and fades with the backdrop for exciting missions. Cutting deals beneath
people’s fanatic thirst for blood and their decadent the stands (or investigating those who do), winning
craving for entertainment. Gladiatorial games are huge- an important prize (or stealing it out from under the
ly popular; even in countries where they are officially winner’s nose), slaving in the fighting pits (or escaping
banned, underground bloodsport leagues draw crowds from them)–a coliseum can be the heart of a campaign
too large to hide–but large enough to pay for bribes. or an entertaining set piece.
A gladiator’s training might be even more com- The following section features three unique bat-
plete than what most military academies offer. Arena tlefields, fit for heroic, paragon, and epic tier heroes
champions accustom themselves to unusual weapons respectively. Each entry begins with an overview and
and keep their bodies at peak efficiency with exhaust- includes detailed descriptions of the battleground,
ing daily training. In more civilized and modern cul- knowledge, challenges, encounter groups, and adven-
tures, arena duels have become actual sports, regulated ture hooks.
by meticulous and precise rules. It is no surprise, then, A GM can use these entries as-written, or take
that even these beacons of light have grown huge train- inspiration from them to create his own unique coli-
ing centers where the best combatants are forged. seum.
132
Chapter 7: A Fighter's Arena
Darkdoom Chasm
133
Necrospore Level 5 Obstacle Champions and Challenges
Hazard XP 200 Although the Gloom Flames Team cannot count on
When someone disturbs these tall black fungi, they release a much offensive power, it includes a few dark creepers in
cloud of deadly spores. If the spores infect an open wound, the its ranks, and they are obviously the favorites of their
victim’s flesh rots quickly. kin who throng the nearby caves. This fighting group
Hazard: A necrospore patch fills the stone dais’s squares in uses a bat’s black wing as a symbol.
the center of the arena (which are difficult terrain). When The Night Dragons Team does not have a char-
triggered, it releases a cloud of necrospores. ismatic leader, but it has developed very effective
Perception flanking techniques to distract and pummel its foes.
No check is necessary to notice the fungi. Although the beast they have trained to fight is not an
Additional Skill: Dungeoneering actual dragon, the fighters that fight alongside it claim
DC 20: The character identifies the fungus as a necrospore it is, to induce fear in their foes and gain their support-
patch. ers’ favor. This faction’s symbol is a dragon’s head fitted
Trigger with an iron collar and chains.
When a creature enters a square of necrospores, or kicks The savage ettin known as Drukskar is a recent
or pokes at it from an adjacent square, or attacks it in any addition to the Chasm’s roster, but after a few vicious
way, the fungus releases a cloud of spores. A bloodied victories against longstanding gladiators, he has risen
character in the initial burst or that begins its turn in a to become a favorite of the crowd. He fights alongside
necrospore cloud is attacked by the poison. the Underground Legion, a team of grimlocks; these
Chapter 7: A Fighter's Arena
Attack creatures are not too strong, but they come in great
Standard Action Close burst 1 numbers and can easily be replaced. The Underground
Target: Bloodied creature in burst Legion’s symbol is a crude spiked club.
Attack: +8 vs. Fortitude
Hit: 1d10 + 2 necrotic damage and ongoing 5 necrotic Crawler Rider’s Test
damage (save ends). Slimy, tentacled monstrosities crawl beneath the ground.
Effect: The cloud provides concealment for creatures inside Restless and excited, they stir and stalk the fighters, waiting
it. The cloud persists until the end of the encounter or for for the right moment to assail and devour them.
5 minutes. Once a patch of necrospores creates a cloud, it
can’t create another for 24 hours. This skill challenge requires the PCs to succeed at a
Countermeasures test of courage and balance, while the arena monsters
✦ A character can move into a square of necrospores without do their best to hinder them. Taming a carrion crawler
triggering the cloud by making a DC 26 Dungeoneering in front of the crowd ensures a night of celebration and
check. The character’s move must end in the necrospore an extraordinary amount of respect.
patch’s square. Setup: To win the challenge, the PCs must root
out a carrion crawler, forcing it out of its warren. Then
Darkdoom Chasm they must ride the monster and make a complete lap of
Knowledge the arena’s outer ring as a team of galeb duhrs throws
A character knows the following information with a boulders against them to dismount them.
successful skill check. Level: Equal to the level of the party.
Nature DC 15: The glowing fungi that grow on Complexity: 4 (requires 10 successes before 3
the arena walls cast unnatural light over it. Some say failures).
that the fungi growing in the chasm find the necrotic Primary Skills: Acrobatics, Endurance, Percep-
scent that permeates the arena pleasant. tion, Thievery.
Dungeoneering DC 20: The warrens beneath Acrobatics (moderate DCs): With a leap, you
the battleground are haunted by uncountable car- straddle a carrion crawler’s back; if you are already
rion crawlers, although they were not carved by these riding the monster, you can keep your balance and
creatures. Rumors say that the warrens were created dodge the boulders the galeb duhrs are throwing to
by a race of intelligent creatures that then let the first you. A failure counts toward the completion of this
monsters loose. If so, this experiment was successful challenge.
beyond all expectation, as the creatures have quickly Thievery (difficult DCs): You fiercely cling to the
bred. Even a few huge specimens are rumored to haunt carrion crawler’s tentacles, avoiding its poisonous
the galleries. tendrils. The use of this skill does not count as a suc-
134
cess or failure toward the completion of this challenge. Gloom Flame Team
Instead, a success gained with this check provides a Level 4 Encounter (XP 925)
+2 bonus to the next Acrobatics check made as part ✦ 3 dark creepers (level 4 skirmisher)
of this challenge. ✦ 2 shadowhunter bats (level 3 lurker)
Perception (difficult DCs): You feel the ground ✦ 1 fire beetle (level 1 brute)
trembling beneath your feet and you know when
a carrion crawler is about to emerge from a tun- Night Dragon Team
nel. The use of this skill does not count as a success Level 7 Encounter (XP 1,425)
or failure toward the completion of this challenge. ✦ 1 rage drake (level 5 brute)
Instead, a success gained with this check provides a ✦ 2 galeb duhr earthbreakers (level 8 artillery)
+2 bonus to the next Acrobatics check made as part ✦ 3 cavern chokers (level 4 lurker)
of this challenge.
Endurance (moderate DCs): You must make an Underground Legion Team
Endurance check each turn to resist accidental contact Level 10 Encounter (XP 2,550)
with the carrion crawler’s paralyzing tentacles, or to ✦ Drukskar, ettin marauder (level 10 elite soldier)
withstand the galeb duhrs’ fierce blows. This check ✦ 1 grimlock berserker (level 13 brute)
becomes mandatory after you have succeeded on at ✦ 3 grimlock minions (level 14 minion)
least one Acrobatics check. A failure counts toward the
completion of this challenge and removes one of your Adventure Hooks
135
Chapter 7: A Fighter's Arena
Bloodfeast Hall
✦ DC 23: The character spots the triggering pressure plates (AC 18, other defenses 15; hp 77; resist 5 all) or the
along the wall. control panel (AC 16, other defenses 13; hp 49; resist 5
✦ DC 28: The character spots the hidden control panel. all). Destroying either disables the entire trap.
Initiative +7 Speed 4
136
Andrea Sorrentino
tive, deadly halls. or a -2 penalty to the next Thievery check made as part
of this challenge.
Champions and Challenges Athletics (moderate DCs): Twisting and spinning,
The Bloodied Lilies team is comprised of the Hall’s you try to reach the chains binding your ankles. This
vampires. They live a life of decadence and forbidden check is mandatory; once you succeed, you cannot
pleasures, mingling with the common citizens and make another one as part of this challenge. Failure
luring them in the Hall with the promise of feasts and counts toward the completion of this challenge.
revelries, competing with each other to attract more Thievery (difficult DCs): You can only escape your
and more victims. Their symbol is a bouquet of lilies bindings by picking your chains’ locks. This test is
sprayed with blood. mandatory and it only becomes available once you have
The Fatal Obsession team is a group of aberrant succeeded on your Athletics check. A failure counts
creatures from a distant plane, summoned to the arena toward the completion of this challenge.
a few months ago by an unholy priest who celebrated Endurance (moderate CDs): You must succeed on an
a forbidden ritual. Since then, the creatures have been Endurance check to resist the cuts from the spinning
hiding in the darkest corners of the mansion, assail- blades conception wandering in the room. A failure
ing hapless victims who carelessly wander its halls and deals you 2d6 damage and counts toward the comple-
corridors. This team’s symbol is a pair of fanged jaws tion of this challenge.
containing a second set of smaller jaws. Success: Each PC who succeeded on at least a
The Soul Renders are insane devourers that Thievery check is free of her chains and drops to the
gathered under a common banner to spread death floor, where he will be able to defend herself against the
and destruction more efficiently. Until recently, they vampires.
vied for control of Bloodfeast Hall with the vampires Failure: The PCs cannot escape their bindings in
who haunt it, but they seem to have abandoned this time, and a ravenous horde of vampires feasts on their
competition now, enjoying the style and ready supply flesh.
of victims the present masters lend to the arena. This
team’s symbol is a web of dark lightning.
Encounter Groups
Bloodfeast Hall is the ideal battleground for encoun-
Pendulum of Doom ters involving undead creatures and other wicked
The vampires’ prisoners are bound in chains and hung upside immortal entities. The following encounters can be
down as sacrificial victims at a grim feast. A deadly con- used as actual gladiatorial teams (eerie and unusual as
traption of spinning blades is unleashed in the room, scarring they might be), or a simple groups of allied monsters
the characters and stimulating the undead’s hunger. taking advantage of the arena’s victims.
138
Bloodied Lilies Team Adventure Hooks
Level 12 Encounter (XP 5,300) ✦ the adventurers have been invited to an exclusive
✦ 2 vampire lords (level 11 elite lurker) masked ball where they can meet many important
✦ 6 vampire spawn bloodhunters (level 10 minion) nobles and obtain important and lucrative jobs.
✦ 1 worg (level 9 brute) The evening is going to be very different from a
gala, though…
Fatal Obsession Team ✦ Nobody seems able to stop the vicious murders
Level 15 Encounter (XP 6,000) haunting the noble district’s boulevards, and the
✦ 1 gibbering abomination (level 18 controller) elusive murderer is never caught. Rumors speak
✦ 2 foulspawn hulks (level 12 brute) of hideously disfigured victims and bloodied
✦ 1 foulspawn seer (level 11 artillery leader) footprints leading to the city’s most wealthy and
magnificent mansions.
Soul Renders Team ✦ The noble house that owned Bloodfeast Hall has
Level 18 Encounter (XP 10,200) been extinct for almost seventy years, and yet
✦ 4 abyssal ghoul hungerers (level 18 minion) ominous lights and sounds can be seen and heard
✦ 2 abyssal ghouls (level 16 skirmisher) in the mansion. The mystery surrounding this
✦ 2 slaughter wights (level 18 brute) building can only be solved by a team of adventur-
✦ 1 battle wight commander (level 12 soldier leader) ers willing to explore it down to the last room.
139
Scorching Geyser Level 8 Blaster few capable members. The Crimson Scourge’s symbol
Hazard XP 350 is a purple demon whose tail ends in a forked whip.
A column of hot water and scorching steam suddenly springs Val’ax the Blue Titan leads the Arctic Mauls team.
out of the ground. Though the team is hindered by its low number of mem-
Hazard: The geyser becomes active when triggered. bers, those it has are all well trained and equipped. Its
Thereafter, it attacks every round on its initiative. strongest point is the presence of flying monsters among
Perception its ranks, which include the fearsome rimefire griffons.
✦ DC 28: The character detects the geyser before moving The Arctic Mauls’ symbol is a bear’s head sculpted in ice.
within 6 squares of it. The most experienced team is the Shining Sultans,
Additional Skill: Nature led by the efreet Jagar. A deal made with the arena’s vi-
✦ DC 24: The character recognizes the danger of the geyser zier has allowed them to enlist a mercenary brigade of
before moving within 6 squares of it. fire giants. The Shining Sultans’ symbol is the chopped
Initiative +3 head of a human king encircled in a blood red sun.
Trigger
The geyser rolls initiative when one or more characters move Elemental Maelstrom Run
within 6 squares of it. Passing through an elemental whirlpool is no easy task.
Attack Razor-sharp ice shards and flickering tongues of flame swirl
Standard Action Close burst 3 in the air, where it is not engulfed by geysers and tornadoes.
Targets: Creatures in burst
Chapter 7: A Fighter's Arena
Attack: +11 vs. Reflex This skill challenge is a typical athletic test for gladia-
Hit: 3d8+3 fire damage and followup. tors in the Elemental Vortex Pit. The runners must fol-
Followup: +10 vs. Fortitude. low one of the many paths running around the arena’s
Hit: 5 fire damage and dazed (save ends). basaltic walls, either on foot or on a mount.
Miss: Half damage. Setup: To succeed, PCs must move swiftly and
Countermeasure avoid the maelstrom’s dangers, and cross the finish line
✦ A character in the burst can minimize the damage of before the other runners.
the geyser with a DC 28 Acrobatics check made as an Level: Equal to the level of the party.
immediate interrupt before the geyser’s attack. With a Complexity: 5 (requires 12 successes before 3
successful check, the character takes half damage if the failures).
geyser hits and no damage if it misses. Primary Skills: Athletics, Endurance, Perception.
Athletics (moderate DCs): You run fast and dodge
Elemental Vortex Pit the maelstrom’s hazards. A failure counts toward the
Knowledge completion of this challenge.
A character knows the following information with a Perception (difficult DCs): You spot a passage in the
successful skill check. maelstrom, a quiet eye in the storm that might allow
Arcana DC 30: The Elemental Vortex Pit lies you to pass safely. The use of this skill does not count
in the depths of hell. Fire and ice clash alongside the as a success or failure toward the completion of this
gladiators, producing unique and dangerous phenom- challenge. Instead, a success or failure with this check
ena. Archons and demons use the Pit as a battleground provides a +2 bonus or a -2 penalty to the next Athlet-
to settle their disputes and to put an end to at least a ics check made as part of this challenge.
few of their eternal conflicts. Still, the rules of this pla- Endurance (moderate DCs): You must make an En-
nar arena are easy to twist, and many gladiatorial duels durance check each turn to resist exposure to extreme
often degenerate into clashes between small armies. cold and heat. A failure counts toward the completion
Streetwise DC 35: The Elemental Vortex Pit is of this challenge and removes one of your remaining
ruled by the efreet vizier Djaztar. This creature was healing surges.
able to improve his station through the Pit and is now Success: The PCs cross the finish line before the
an influential Infernal power. In addition to the arena other runners and win the challenge.
activities, Djaztar has started a profitable slave trade; Failure: The PCs succumb to the maelstrom’s haz-
prisoners are trained in the arena and then sold as ards and are beaten to the finish line, losing the contest.
mercenary soldiers to archons and demons.
Encounter Groups
Champions and Challenges In addition to the encounter groups featured in the
Krimmghen Flamewhip, captain of the Crimson D&D 4E Monster Manual that include archons, elemen-
Scourge team, is a despotic azer feared by his own tals and demons, PCs can face the following gladiatori-
gladiators for his sheer cruelty. In spite of their leader’s al teams in the Elemental Vortex Pit. The groups below
personal skills, the Crimson Scourge remains one of represent the rosters each team typically sends into the
the arena’s less effective teams and can count on very arena, although others are possible.
140
Chapter 7: A Fighter's Arena
Elemental Vortex Pit
141
ASTRAL PEAKS OF CHAMPIONS, EPIC TIER ARENA
Even gods have battles to fight, and when they do, Electrified Teleport Plate Level 14 Obstacle
the universe’s very foundations tremble. Undisputed Trap XP 1,000
rule over a corner of the cosmos, the alteration of a As you step on the teleport plate, the base releases a lightning
timeline, the fate of hundreds of races or of a part bolt that engulfs you.
of the universe: In a divine contest, the stakes can Trap: At the start of each round, the GM secretly rolls 1d4 to
be almost unimaginably high. Fortunately, in most randomly determine which square occupied by a teleport
cases, the gods need not to resort to full-scale battles. plate will contain an electrified plate instead. When the
They usually pursue their objectives in a less drastic trap is triggered, it attacks.
and irresponsible fashion, since, as immortal beings, Perception
they can afford to plan for the long term. The most ✦ DC 28: The character can discern if the square contains an
common way for deities to settle their differences is electrified plate instead of a teleport plate.
through mortal or immortal champions–beings of the Additional Skill: Arcana
material plane, angels, even abominations. ✦ DC 22: The character’s knowledge provides a +2 bonus to
The Astral Peaks of Champions are the ideal set- Thievery checks to disable a plate.
ting for these battles-by-proxy. Here, the staunchest Trigger
followers of the gods fight to secure a stronger posi- When a creature enters or begins its turn in an electrified
tion for their masters or their ideals. Other mighty plate’s square, the trap attacks that creature.
Chapter 7: A Fighter's Arena
142
Chapter 7: A Fighter's Arena
Astral Peaks of Champions
Champions and Challenges the valor of its potential followers. Other monstrosi-
Creddax and Hariant are two unequalled mar- ties, including a few powerful undead, fill the ranks
tial fighters. The former can count on boundless of the team under Oblivion’s command. The symbol
strength and ruthlessness, and the latter on infinite of their team, Everlasting Torment, is a black sun
relentlessness and stamina; together, they can make with crumbling edges.
even their staunchest enemies falter. The team’s The Ancient Ones’ Heralds are creatures driven
symbol is a pair of crossed greatswords, one of steel by the deities’ primeval breath, and are both the
and one of ice. arena’s champions and its keepers. On very rare oc-
Oblivion is an unsettling creature, older than casions, when one of them is destroyed, the demi-
even it can remember, an entity obsessed with sin- plane’s lords replace it with a new being identical to
ister plans and flashes of utter madness. Convinced the one lost. Their symbol is an eye with a lightning
it can bend time itself to its will, Oblivion uses the bolt in place of the iris.
arena to please its bloated, sadistic ego, and to test
Toni Cittadini
143
Hold the Victorious Banner Encounter Groups
A glorious and magnificent banner towers over the highest None can say what shape a divine champion will
platform in the arena: the fighter that can hold it and raise take, as deities are nearly omnipotent beings that can
it above his head will truly be blessed with the gods’ favor. generate and command almost any creature with a
thought. Still, a few teams have distinguished them-
This skill challenge is the ultimate test an aspiring selves for their valor or their savagery, and they are
divine champion can take to gain his celestial patron’s described below.
favor: the first one to raise the victorious banner will be
infused with divine glory before of all creatures. Angelic Swords Team
Setup: To win the challenge, the PCs must move Level 22 Encounter (XP 21,100)
from one island to another using the teleport plates, as ✦ Creddax, marut concordant (level 22 elite controller)
cosmic winds blow around them. ✦ 2 marut blademasters (level 21 soldier)
Level: Equal to the level of the party. ✦ Hariant, angel of vengeance (level 19 elite brute)
Complexity: 5 (requires 12 successes before 3 ✦ 2 angel of valor legionnaires (level 21 minion)
failures).
Primary Skills: Athletics, Endurance, Perception, Everlasting Torment Team
Religion. Level 26 Encounter (XP 47,300)
Athletics (moderate DCs): You jump from one plat- ✦ Oblivion, phane (level 26 elite controller)
form to another, trying to land on your feet. A failure ✦ 3 blood fiends (level 23 soldier)
Chapter 7: A Fighter's Arena
means you arrive on the desired platform, but you cling ✦ 2 dread wraiths (level 25 lurker)
to the edge to avoid falling or lose your balance because
of the momentous jump. A failure provides a -2 penalty Ancient Ones’ Emissaries Team
to the next Athletics check and counts toward the com- Level 29 Encounter 29 (XP 78,000)
pletion of this challenge. ✦ 2 godforged colossi (level 29 elite brute)
Perception (difficult DCs): You sense magical fluc- ✦ 1 thunderblast cyclone (level 26 elite artillery)
tuations around one of the teleport plates, allowing
you to sense where it will teleport you. A failure counts
Adventure Hooks
toward the completion of this challenge. ✦ The adventurers want to destroy a sinister
Religion (moderate DCs): You pray your patron deity abomination that threatens all of space and time:
for guidance in order to reach the challenge’s end. This Oblivion, the commander of the Everlasting Tor-
option only becomes available after you have gained ment team.
6 successes and it can only be used once during the ✦ The PCs are tracking down an obscure demigod,
challenge. and the only one who knows its location is the di-
Endurance (moderate DCs): You must make an vine creature’s father. He will only reveal his son’s
Endurance check each turn to resist the demiplane’s location to those who can defeat his champions.
astral currents, crawling with crackling bolts and sear- ✦ The adventurers must return to their world after
ing lightning. A failure counts toward the completion being stranded in another dimension, but only
of this challenge and consumes one of your remaining those who win the Victorious Banner challenge
healing surges. will be allowed to travel that far.
Success: The PCs are the first to reach the banner
and raise it to the sky, winning the contest.
Failure: The PCs succumb to the Astral Peaks’
hazards and lose the contest.
144
MGP 5205
A battle is the heart of every adventure, and the fighter is the lord
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