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MGP 5205

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

Playtester & Advice


Marco Di Battista, Alessandro Filipponi, Fabio Maroni,
Mario Rosati, Carlo Rosetti
Special Thanks
Valentina Meconio, Rosalba Spotorno, Antonella Vellante

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

Mercenary................................22 Unshakable Pillar.....................37 Seismic Wave............................44


Noble.......................................22 Vulture’ Stubborn Grip............37 Level 19 Daily Exploits ...............44
Outlaw.....................................23 Level 3 Encounter Exploits..........37 Painful Harpoon...................... 44
Predestined..............................24 Archer’s Heavy Volley...............37 Taste My Steel!.........................44
Recruit.....................................25 Catapult’s Slam........................37 You Are Cornered.....................45
Slave........................................25 Mounted Reaver.......................38 Level 22 Utility Exploits..............45
Specialist..................................26 Sworn Hate..............................38 Irreprehensible Bodyguard...... 45
Survivor...................................27 Level 5 Daily Exploits..................38 Last Chance.............................45
Wanderer..................................27 Aim for the Head.................... 38 Weapon Master’s Exploit..........45
New build options...........................28 Recruit’s Lucky Strike..............38 Level 23 Encounter Exploits........45
Assault Fighter.........................28 Shooter’s Barricade.................. 38 Bonecrushing Knockdown.......45
Brutal Fighter..........................28 Torturer’s Mark........................39 Mighty Bolt.............................45
Exotic Fighter..........................28 Level 6 Utility Exploits ...............39 Unstoppable Colossus..............45
Heavy Throwing Fighter..........28 Encumbering Defense..............39 Level 25 Daily Exploits................46
Mounted Fighter......................29 Endure Elemental Fury............39 Chilling Execution.................. 46
Ranged Fighter.........................29 Fortunate Deflection............... 39 Flensing Whirlwind................. 46
Transcendent Fighter................30 My Weapon, My Armor............39 Shake the Earth........................46
Multiclass build options...............30 Level 7 Encounter Exploits..........39 Level 27 Encounter Exploits........46
Arcane Fighter.........................30 Dragon’s Flame........................39 Concussion Arrows...................46
Consecrated Fighter.................30 Lay Waste to the Enemy.......... 39 Relentless Cleaver.....................47
Devoted Fighter.......................30 Mantis’s Embrace.....................39 Skewer of Doom.......................47
Errant Fighter..........................31 Troll’s Double Claws.................40 Level 29 Daily Exploits................47
Fighter of the Pact....................31 Level 9 Daily Exploits..................40 Arc of Crimson Slaughter........ 47
Stealthy Fighter........................31 Roaring Hammer’s Slam..........40 Gamble with Death..................47
Strategist Fighter......................31 Target Enemy Ranks................ 40 One Fatal Arrow...................... 47
Wyvern’s Outflanking...............40 Ultimate Swing........................47
Chapter 2: A Fighter’s Power.......32 Level 10 Utility Exploits..............40 Martial Rituals ...............................48
A fighter’s power.............................34 Deep Thrust............................ 40 Battle Premonition.......................48

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

W or the most cunning mercenary at the head of


an adventuring company, a soldier faithful to
his king or a lone wolf seeking his own glory, an experi-
and exhaustive look at many exciting new powers
designed with the fighter in mind; with these exploits,
a fighter will be capable of extraordinary deeds in any
enced axe-thrower of a graceful fencer, for glory or out fighting style.
of need, to enforce the law or to take revenge, the fighter Chapter 3: A Fighter’s Path allows you to add more
is the ultimate combatant. His toughness allows him to depth to your character with many new paragon paths,
endure even the deadliest blows, when his training and each infused with unique flavor.
reflexes don’t avoid them. His weapons are accurate, Chapter 4: A Fighter’s Feat is just as exciting; the
keen and lethal, his armor impenetrable. He stands fast new feats introduced in this section will let your fighter
to protect his companions and patrons, and in his heart employ incredible tactics, such as deflecting certain
there is no place for cowardice, fear or doubt. types of damage with his shield or attacking some cat-
The book you hold in your hand, The Quintessential egories of foes more effectively.
Fighter, greatly expands the gaming options available for Mundane equipment and magic items featured
fighters and allows you to create more easily the type in Chapter 5: A Fighter’s Tools increase the fighter’s
of warrior you have in mind, a full-fledged character effectiveness and abilities, and also help him fulfill his
sporting new, exciting powers and feats and unequalled arduous role as a defender by enhancing his fighting
storytelling depth. skills and survivability.
Among the classes featured in the D&D 4E Player’s Chapter 6: Organizations features many examples
Handbook, the fighter is with no doubt the most ver- of martial organizations, warring companies that may
satile in battle. With his martial powers, he can engage be used as allies or antagonists for the player characters:
any foe and face them effectively, choosing from many savage mercenary bands and elusive commando teams,
devastating attack combinations and altering his strat- stalwart guardians and fearless gladiators. This section
egy according to the type of foes and the circumstances also includes typical NPCs, inner hierarchies and modus
of the battle. The fighter, whatever moral scruples and operandi, so that the GM will be able to include them
forces drive him along his path, is a stalwart pillar for in any fantasy campaign to offer new challenges and
his allies during a fight, the entire party’s pivotal center adventure opportunities to his players.
in terms of security and stability. He is an unshakable Chapter 7: A Fighter’s Arena, will guide you
bulwark watching over his companions, standing ready through the events and the experiences that make a
to unleash an assault or to cover the retreat, as needed. fighter’s entire life a thrilling adventure: deadly tour-
This handbook provides many additional gam- naments in the underworld’s shadowy warrens and
ing options to those who want to play a fighter. The epic challenges in planar arenas against extraordinary
origins options (introduced in Chapter 1: A Fighter’s creatures and rivals.
Role), provide characters with intriguing and detailed The material featured in this book will become an
backgrounds, not only describing their heroic births, essential tool, easy to use both in game and in prepara-
but also providing practical effects they can use during tion for the next adventure. The Quintessential Fighter
the game. This section also includes a useful guide to a will guide your fighter from 1st to 30th level and will
fighter’s role, including guidelines about the most effec- help you turn your character into a living legend!
tive strategies, weapons, and armor.

The Quintessential Series


The Quintessential Fighter is the second volume in a series of books dedicated to the classes of the Dungeons &
Dragons 4E game. Each book is the result of two combined goals: the development of new gaming options, includ-
ing new powers, feats, paragon paths, and magic items, and a deeper look at your role-playing options, featuring
guidelines for portraying your character as a full-fledged person and making him unique among members of his
class. When using this book to create your character, you may not obtain a more powerful or survivable character
than your fellow players, but you will be able to choose from many additional options and to make your fighter
look, act and fight exactly as you imagine him. All the rules featured in The Quintessential Fighter can fully be used
in any campaign setting. Happy adventuring!

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

A great weapon fighter, on the other hand, is willing


SITUATIONS to take a greater risk in order to apply his full strength,
Combat is the pivotal event that puts a fighter under cutting down his foes before they ever have a chance to
the spotlight and gives meaning to his existence. His strike. He wades into the enemy lines and reaps their
defender role requires him to be always in the thick broken bodies like a farmer would wheat, defending his
of battle, ready to engage as many foes as possible. He allies by leaving nothing to do them harm.
must be the unyielding cliff that will break the ongoing In combat, a fighter is the perfect foil for a rogue,
waves of the advancing enemies. The less his compan- ranger or warlock. These characters fill roles that make
ions are harmed, the better the fighter’s job has been them deadly in a fight with a single foe, as long as it is

Roberto Pitturru

12 A fighter is always ready to defend his allies.


surprised or cannot directly threaten the attacker. Thus, A fighter’s weapons
a striker benefits from someone else engaging and The fighter’s choice of weapons is at least as vital as his
distracting his target. As long as someone is watching choice of armor, and often much more difficult. Not
his back, the striker will be able to make the most of only he will wield them in combat to hurt and destroy,
his offensive prowess without taking too many risks. but in a way, they will also be an expression of their
Nor can wizards dispense with a stalwart fighter’s help; wielder’s personality: A fighter is defined and symbol-
a fighter keeps melee foes away from the wizard and ized by his armament. One-handed or two-handed
shields him from the most direct attacks. As for leaders, weapons, weapons that can hit a foe beyond the reach
they should never remain too far from a fighter and of a simple sword, weapons that can be thrown from
vice versa. Whether they are clerics or warlords, these a safe distance, weapons dealing hideous damage on a
characters’ abilities and powers are ideal for enhanc- critical hit: the fighter is truly spoiled for choice.
ing a defender’s effectiveness, increasing his resistance If a fighter loses his armor, he will be naked in
beyond his usual limits and improving his ability to combat, but if he loses his weapons, he will be utterly
strike down his foes. helpless. He should have one main weapon, his first
With an effective use of the rules, options and choice in combat and the focus of his specialization,
guidelines featured in The Quintessential Fighter, every but he should also carry one or more viable alterna-
player will be able to outline his personal approach to tives. Including a reach weapon is a wise choice, as it
combat and emerge as the true ruler of the battlefield. can be very useful in those fights where the battlefield
or a foe’s special trait require him to make melee at-
A fighter’s armor

Chapter 1: A Fighter's Role


tacks even without being adjacent to the enemy.
All fighters need to wear armor, and maybe carry a Fighters are rarely specialized in ranged weapons:
shield as well. Fighters can already benefit from any they leave that task to strikers such as rangers and
type of armor except plate, and unless she has chosen rogues. Defenders want their fights to be up close and
a very usual fighting style, a fighter should always wear personal, as they are able to withstand an extended
the best armor she can afford. To the fighter, armor melee better than most foes. A bow or a crossbow,
is like a second skin, her main defensive tool and the however, is a good investment–especially for wilderness
difference between life and death. Sooner or later, even adventures, where a fight begins the moment an enemy
if she is a great weapon fighter, she should definitely is spotted, or when facing highly mobile foes like flyers
acquire the Armor Proficiency (Plate) feat. Feats that and teleporters.
further increase the effectiveness of armor, such as Ar- Even a fighter’s race can affect his choice of weap-
mor Specialization or as Hardened Plate, Impervious ons. Each race has a different idea of war, and thus, a
Chain, and Tight Scale (new feats featured in Chapter different opinion on each weapon’s role. The gamut of
4: A Fighter’s Feat), are often excellent choices as well. available option is now even wider, as it includes the new
Armor’s effectiveness is even more vital if the weapons featured in this book’s Chapter 5: A Fighter’s
fighter decides not to carry a shield, perhaps so she Tools. Dragonborn fighters are the undisputed masters
can wield a two-handed weapon. Those fighters who of flamberge swords, whereas tiefling brawlers excel in
opt for a shield should not underestimate the benefits the use of spiked gauntlets; eladrin have brought the art
of feats such as Deflecting Shield, Elusive Shield, or of fencing to previously undreamt levels, and halflings
Entrapping Shield, as they allow her to use the shield are masterful wielders of light blades, which do not suf-
to prevent certain types of damage or negate a foe’s fer any penalty due to their small size.
important advantage.
Heavy armor negates the benefits of a high Dexter- Powers every fighter should use
ity bonus. Usually, this is not a serious setback, as many A fighter’s powers have one main purpose: to keep foes
suits of armor, especially magic ones, grant a remarka- at bay. A fighter can remain standing even after suffer-
ble AC enhancement. Besides, a fighter rarely opts for a ing many grievous blows, thanks to his many hit points
high Dexterity score; her best ability scores are usually and his companions’ support. His exploits are meant to
Strength, Wisdom and Constitution. intercept, hunt down and disable enemies. Of course,
In her adventures, a fighter might be stripped of these goals can met either through the use of offensive
her defensive equipment. Certain monsters have pow- powers dealing enough damage to kill or drive of foes, or
ers or special attacks specifically designed to damage by preventing the enemy from reaching the back lines. A
suits of armor. If a fighter finds herself in such a tight few exploits allow the fighter to slide the enemy to a de-
spot, she should put the acquisition of new equipment sired location, while others help him recover his strength.
at the top of her priorities. If she can afford it, she There are also many powers granting benefits of a
should even keep a spare shield and suit of armor close different type. They do not produce effects like those
at hand, perhaps on her horse or in a nearby shelter. described above, but they are more original and unusu-

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

Chapter 1: A Fighter's Role


his chosen type of weapon. Deadly Axe, Heavy Blade a job. Besides, a city always features a more or less
Opportunity, Scimitar Dance and Sweeping Flail are organized garrison, recruitment center or warrior’s
fine examples of this type of feats, along with Blade guild. A few towns and cities even feature powerful
Guard, Edge’s Impact and Tearing Axes (introduced in mercenary corporations managing the contracts of
Chapter 4: A Fighter’s Feat). Even Armor Specializa- an army’s worth of fighting companies. Others sport
tion and Shield Specialization are worthy of mention, famous gladiatorial arenas where fighters risk their
as they increase the protection granted by your equip- lives to entertain the crowd for fame, wealth or fear
ment and your effectiveness as a defender. Deflective of the slaver’s lash. Examples of these structures are
Shield and Elusive Shield, along with Plate Backlash detailed in this book’s Chapter 6: Organizations.
or Stuck Among Scales (also featured in Chapter 4: A To a fighter, a town is also an opportunity to find
Fighter’s Feat) combine a defensive function with the rest and relaxation, and to replenish all he has lost
benefit of directly hindering your foes. or used during the latest adventure. Fighters hailing
A fighter must never leave the weakest members of from the largest settlements might have learned their
his party without protection: Controllers and strikers exploits from a trainer or from a specialized military
can fall to a determined enemy relatively quickly, espe- organization. If a fighter stays in touch with these
cially if the attacking monsters are intelligent or in great contacts, he can gain many benefits: One can never
numbers. Thus, even the most aggressive fighter will know when the need to hire an extra minion will
have to be able to disengage from a duel to come to his arise, or when a new weapon, perhaps forged from a
companions’ side, forcing the enemy to deal with him. peculiar alloy, will prove vital.
The combat challenge class feature has precisely this Fighters feel at home both among the sweltering
purpose, marking the enemy and goading it into turning steam of their trusted weaponsmith’s forge and in the
its attacks against the fighter; certain powers, such as streets of the stately districts, where they know they
warrior’s challenge, make this feature even more effective. can find the job they are looking for. Their richest pay-
Other exploits such as defensive training, stalwart rolls often come from the coffers of wealthy merchants;
guard, or irreprehensible bodyguard (see Chapter 2: A a fighter can easily gain a reputation downtown, where
Fighter’s Power), allow you to stand fast and shield your rumors run fast and furious. Other fighters prefer to
allies from ranged attacks, improving their AC and other check the pulse of the underworld, looking for shadier
defenses. Powers such as advance to the rear and fortu- goods and news and enforcing his companions’ intimi-
nate deflection are even more valuable, ideal choices for a dation factor. The mere presence of a mean-looking
fighter who takes protecting his allies seriously. fighter in a party can be enough to discourage even the
The ability to move from one side of the battle- nastiest criminal from doing anything rash.
field to another is vital to a striker, but it also helps a Fighters are often the most cherished heroes
fighter, especially if he is the party’s only defender: one among commoners: They embody the power of a good
of the worst situations in a combat is being locked into and strong arm in a world threatened by dark menaces
a disadvantageous position or crippled by powers and and blind violence. Their bravery is often seen as an
attacks that immobilize or slow you down. Fortunately, incorruptible force, unlike the skills of more morally

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.

A fighter in the dungeons


A fighter relies on his bravery and brawn to
withstand the dangers of underground halls
and passageways filled with deadly traps and
hideous monsters. A fighter strides through a
Emiliano Petrozzi

dungeon’s gloomy hallways undaunted, ready


to face even the most unexpected threat with
unparalleled strength and courage.

A fighter boldly strides through the darkest dungeons.

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

Chapter 1: A Fighter's Role


Each race has a different outlook on war. More peace- What dragonborn steel loses in elegance is more than
ful species, such as halflings, focus their military strat- compensated for by its durability: it cannot be easily
egies on defensive and pre-emptive techniques (such broken, thanks to an alloy whose forging secrets are a
as altering the battlefield where the fight will occur, legacy from their draconic ancestors.
sending vanguards and spies to watch the enemy, and Centuries of battles against tieflings have led the
so on); more aggressive races, such as tieflings or drag- dragonborn race to perfect their military strategies.
onborn, have centuries-old warrior culture, based on Now, under the guidance of their skilled battle com-
superior weapons, hardened and unstoppable military manders, these incorruptible mercenary brigades serve
units and heroic deeds. These outlooks are outlined a just cause or the highest bidder, pursuing at the same
below, so that players might use them as guidelines to time glorious dreams of a past lost in the mists of time.
roleplay their fighter characters. Even in the heat of battle, a dragonborn fighter often
Dragonborn: Dragonborn are a proud race of finds the time to graciously acknowledge the skill of
martial champions, valuing their weapons above all his foe, whom he considers a respected rival. From a
else and inhaling a battlefield’s dust as if it were a fresh dragonborn’s point of view, all enemies are worthy of
and stimulating breeze. Dragonborn fighters are the respect, save for cowards. Similarly, being defeated by a
ultimate defenders: unyielding, brave, and fierce when stronger enemy is never considered a source of shame
the need arises. Sometimes their unyielding (obtuse, or a failure, but a lesson to be accepted with dignity.
some might say) morality can lead them to make risky Since their birth, dragonborn feel they have a grand
choices, such as waiting for an enemy to draw its sword destiny to fulfill, a belief that can become a burden in
before attacking, or showing a defeated foe mercy, but some cases, a constant reminder that drives them and
this attitude must not be misunderstood. As a proud guides all their actions. Thus, they rarely stumble unwill-
and resolute warrior, a dragonborn expects his foes to ingly onto the fighter’s path. This innate call is one of
fear his wrath more than the steel they have just tasted. the factors that fills the ranks of a dragonborn army with
The entire dragonborn culture is heavily influ- warriors of extraordinary ability and proficiency.
enced by militarism: Even those who live outside the Dwarves: According to common belief, infant
army and do not care about military business tend dwarves learn to use hammers and axes even before they
to value a title earned on the field and a hierarchy learn to walk. Although this is a myth, it shows how this
defined by the purity of a bloodline. Dragonborn race’s members seem born to fight. Not only are their
are passionate creatures, even restless at times; they bodies stout, thick, and brawny, but their souls are also
express their artistic vein by crafting tools of war. To fierce, hard as steel and exceptionally strong-willed.
their eyes, these items are as precious as a jewel or Dwarven fighters are prized everywhere. When
a fine portrait to members of another species. Then others yield to pain, they keep fighting stoically and
again, dragonborn manufactured items tend to be without flinching. They might not be the fastest or most
more functional than elegant, as the finest friezes agile warriors, but in a dungeon, where movement is
and details would be wasted on their hulking shapes. limited anyway, or on a battlefield thick with obstacles

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

environment and of their enemies’


tactics. They can easily pass from
one weapon to another, fully exploit-

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-

Chapter 1: A Fighter's Role


use different weapons and armor, selecting the best men and artillery. In addition, their ingenuity has often
equipment for each task and fighting proficiently with led humans to craft painfully effective tools of death.
steel armor or a light leather jacket. Human fighters learn from their mistakes and, if
Half-elven fighters know better than anyone else circumstances allow it, they can put aside their anger
their companion’s necessities, as well as the strengths and bias, unlike many other races that are chronically
and weaknesses of the party as a whole. This discern- unable to do so. To a human fighter, yesterday’s enemy
ment is very helpful in their role as defenders, as might be tomorrow’s ally, either because of an unex-
it instinctively drives them fit their strategy to the pected military accord or simply because an unsus-
situation at hand. A half-elf’s innate optimism and pected friendship has blossomed.
open mind lead him to achieve extraordinary exploits, Tieflings: Ominous, merciless, uncaring, or down-
either in a melee or in other situations. His presence right cruel, tiefling fighters can chill their foes’ blood.
and diplomatic skills allow him to touch a respon- Infernal fire flows in their veins like a raging lava river.
sive chord among the elite and the commoners alike, Tiefling fighters are passionate and wrathful: They can
quickly making him everyone’s invaluable ally. launch savage assaults that leave their foes gasping for
Halflings: Although they are not a race of full- air, equally terrified by their display of skill and their
fledged warriors, halflings can count a number of diabolical features.
valiant fighters among their ranks. Halflings maintain Although they do not boast a proper military
their spontaneous and quick-witted nature even in tradition, tieflings have learned they have to fight to
combat situations. Their uncanny wits, reduced size survive, making the most of all their skills, and devel-
and innate agility make them excellent guardian oping fighting techniques more effective than artful.
fighters. In addition, their undisputed mobility, along There is little room for concepts like truce or
with a good knowledge of the wild and their inquisi- mercy in the tiefling dueling style. Such displays of
tive nature, ensure them a special place in militias and weakness are unfit for those whose ancestors forsook
regular units as scouts and foragers. their humanity in order to attain true power. Looked
Halflings are versatile fighters; their preference for down on by most civilized races, tiefling fighters are the
light armor is a given, as is their inability to use larger embodiment of the horrors of war. They consider the
weapons, but they make up for these disadvantages cruelest strategies and the most hideous techniques if
with their tactical wisdom. They can always come up victory so demands; to put it simply, to a tiefling, the
with a simple and effective strategy, turning an enemy’s end justifies the means. Tiefling weapons and armors
(especially a bigger enemy’s) strong points against it. are often branded with infernal symbols calling back to
Most halflings do not like superfluous acts of the hellish realm and the monstrosities who live there.
violence and prefer to demonstrate their martial Even when these armaments are not actually graced
superiority through powers that confound or humili- with infernal power, their insignia can easily demoralize
ate their foes, forcing them to fight in disadvantageous the enemy. To a tiefling fighter, combat is much like the
conditions. Many combatants underestimate halfling rest of life: Every scar is a bitter lesson and every fallen
fighters because of their small size, but this mistake enemy is one more step on the climb to victory.

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

Chapter 1: A Fighter's Role


also grant a few benefits. Origins are not a way to gain militia soldiers, mercenaries and veterans, and always
one more bonus, but rather an encouragement to make trying to keep their equipment at peak efficiency. As
a deeper connection with your character’s history. Each they follow their armies into battle, these brave crafts-
set of origins also includes the most suitable build- men learn to withstand overwhelming odds, and, when
ing options, either those included in D&D 4E Player’s the need arises, to defend themselves from enemy
Handbook or featured for the first time in this chapter’s attacks. These martial armorers are an invaluable
final section. The following origins are specifically resource for merchants, battle commanders and rulers
designed for fighters, but with a few modifications they alike, especially in time of war.
might also be applied to other character classes. In ad- Adventures: An armorer fighter might have just
dition, they are not an exhaustive list: players can easily completed his training and left his home town, hoping
create their own origins (with the GM’s collaboration to find a profitable job in a large city or to join a war-
and approval, of course), using the ones featured in The ring party. Or perhaps he intends to become an adven-
Quintessential Fighter as models. Of course, only one set turer because he thinks it will be the only way to gain
of origins can be chosen for each character. the sum needed to start his own business, or to recover
lost magic items once wielded by legendary heroes.
How to read the origins Roleplaying: Fighters with an armorer’s origins
The available origins for a fighter are presented in the are efficient and down-to-earth people. They rarely
following format. stand back when it is time to get busy. They know the
Overview: A cursory look at a typical representa- importance of spending an adequate amount of time
tive of the origin. and effort to attain a goal, whatever it might be. They
Adventures: A fighter’s motivations and the goals rarely shun material wealth, as they know they will
which have put him on the adventurer’s path. need it to further improve their work. Among all fight-
Roleplaying: Roleplaying guidelines about this ers, armorers are the most open-minded and friendly, as
origin, the typical personality traits of a fighter hailing they learn from their trade to successfully deal with all
from it, and his possible interactions with his adventur- types of people.
ing companions. Races: Many dwarven fighters hail from the ranks
Races: The best races matching the chosen origin, of armorers, but they are not certainly the only ones.
and how to customize other races so that they might Eladrin and dragonborn also value the creation of good
apply as well. martial tools; while the former are keepers of uncanny
Suggested build options: The recommended crafting techniques appreciated by fighters and aesthetes
builds a player can keep in mind when developing his alike, the latter focus on durability and efficiency. The
character. The suggested build options are much like ranks of human fighters also include many armorers;
those featured in the D&D 4E Player’s Handbook. Each although they rarely match the skill displayed by the
suggested build also includes the best powers, feats and weaponsmiths of other races, their inquisitiveness may
skills to acquire for that specific build. allow them to forge effective and innovative armors.

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

tiative checks and to all saving throws against fear.


A mercenary fighter does not follow a cause of his
own: Fighting is just his job, what he does for a living. Noble
Soldiers of fortune, bodyguards, veterans and bounty Weapons, armors, mounts and hosts of followers are
hunters are typical warriors hailing from a mercenary’s obviously not meant for everyone; thus, even in a
origins, as they learned at an early age how to deal with fantasy world, it does not come as a surprise that the
military structures. They have at least learned a few ba- art of war and nobility often walk side by side. Cadets
sic rules of the camp and the battlefield, and know how in a noble house, eladrin knights serving a noble ghaele
to obey an order–if only to get their payment. Thus, and flamboyant duelists all share these origins and have
they tend to keep their word and fulfill their duties, learned the art of combat from the best mentors. A no-
and to work as a group when the need arises. Whether ble fighter’s youth is not too different or more pleasant
they follow the orders of a superior or act autono- than his colleagues’: A usurper’s ambition might turn
mously, mercenaries know they have to look reliable out to be as deadly as a raiding goblin band, and more
and strive to keep a stern and cold countenance. They than one noble scion has lost his life in the struggle for
know their job implies considerable risks, thus they try political power.
to carefully estimate a potential task from all possible Adventures: Whether he leaves to take back a
angles. Mercenaries can use any weapon or armor with title stolen from him or to prove his worth, fights for
equal skill: Personal preferences aside, they always try a personal reason or to defend his subjects, a noble
to be fully equipped and prepared for any need. fighter can have many reasons to become an adventurer.
Adventures: Even those who fight for money In order to heed the call of his restless spirit, he might
can be heroes: They just make sure they become very appoint one or more delegates to take care of the daily
famous for accomplishing the task they were assigned. responsibilities he has inherited, such as collecting
Virtually any mission can become an exciting adven- taxes or manage a fief.
ture, and the constant search for new patrons willing Roleplaying: Noble fighters usually look for ad-
to pay for a mercenary’s services is a GM’s best friend venture to feel alive. They hate the daily routine of their
and ensures that the fighter will always be in the thick obligations and eagerly await for any opportunity to
of the action. test what they have learned in wars, duels, contests and
Roleplaying: A mercenary fighter does not live to hunting parties. Noble fighters have no favorite weapon
fight, he fights to live. He always examines all factors that or armor: Some nobles tend to wear heavy ceremonial
might affect the course of a battle and (unless forced to armors, while others prefer lavish jackets reinforced in
do otherwise) he only gets involved if he thinks he will leather. They rarely use ranged weapons, as they con-
survive and emerge victorious. This attitude might be sider them a coward’s choice and tend to adhere to the
an innate outlook, but more often it is the result of long iconography and the traditions of their house, demand-
years of training and harsh experience. ing the use of melee weapons. Among fighters, they are
Races: Mercenary fighters are the pride of many often the most proficient in the lance or the light blade.
armies. Races that boast a longstanding military A noble fighter can be a ruthless diplomat and ruler,

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

Chapter 1: A Fighter's Role


know very well that each individual must be judged
by their own actions above all else. Thus, they tend
to be more severe with those who are born into
power, expecting them to live up to the legacy of
their ancestors. Tieflings have a restless relationship
with aristocracy; as heirs of a powerful but forgot-
ten empire, they usually belong to decadent martial
houses, and seek to regain the influence and power
their predecessors could not hold.
Suggested build options: Fighters with noble
origins are usually guardian fighters or mounted fight-
ers (see below); they are wary in combat, and prefer to
avoid being hit, rather than to deal massive damage.
Suggested paragon paths: Noble fighters are par-
ticularly suited to follow the knight errant’s, the fusilier’s
or the ultimate duelist’s paragon paths (see Chapter 3:
A Fighter’s Path). They become a paramount of physi-
cal prowess and moral rectitude to those around them,
brothers in arms, rivals, and underlings alike.
Benefit: You add Diplomacy and History to your
class skill list, and you gain a +1 bonus to Diplomacy
checks and History checks.

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

er and a raider, everybody will


hate or fear her. An outlaw is
always ready to act and often

An outlaw lurks in the shadows for his prey.


23
Roleplaying: A fighter with an outlaw’s origins is
always restless and distrustful. She suspects everyone
and often behaves as if her pursuers were right at her
heels. Paranoia can also be an advantage, as it
allows the fighter to readily react to any
danger and to survive, but in the long
run, it will hinder her rather than
help her. After all, what future
can she expect if she does not
trust even the people closest to
her? If you choose an outlaw’s
origins for your fighter, you
should always highlight this
inner tension and make these
dire straits clear. Outlaws usually
prefer light weapons and suits
armor, as mobility is a vital factor
to them. They use a lot of disguises
(from the simplest to the most
Chapter 1: A Fighter's Role

elaborate) and they are not above re-


sorting to a ranged weapon or to tools
such as poisons and traps that might give
them an effective if shady edge in a battle.
Races: Humans, halflings and espe-
cially tieflings can be excellent outlaw fighters.
Dwarves and dragonborn, who put honor above
all else, despise those combatants who use tricks and
deceptions in a fight; thus, only the worst elements of
these societies fall into this category. Elves and eladrin
rarely become outlaw fighters, unless they live in a
place where they are an oppressed minority or have
a good reason to openly fight the will of the elders; Sometimes, a fighter’s fate manifests through a random discovery.
on these rare occasions, they form armed parties and
become fearless and elusive rebels. destiny. Some fighters answer that call with energy
Suggested build options: An outlaw’s best friends and passion, and embrace a life of glorious triumphs
are the ability to deal fast blows and the ability to am- and deadly dangers. Other more pensive fighters are
bush her foes, if necessary also using bows or crossbows. more resigned and believe they cannot change what
Thus, her best build options are the assault fighter and fate, the gods, or chance have in store for them. A
the ranged fighter (see below), which enhance these predestined fighter might be the hero mentioned in
particular techniques. an ancient prophecy, or the protagonist of a darker
Suggested paragon paths: An outlaw fighter’s and more tragic tale. As for their training, they could
most obvious choices are the battle commando and be gifted self-taught fighters or cadets trained by a
the ultimate duelist paragon paths (see Chapter 3: A mentor in the ways of war; in any case, a predestined
Fighter’s Path). fighter always believes that what he has learned so far
Benefit: You add Perception and Stealth to your will be instrumental to fulfilling his destiny.
class skill list, and you gain a +1 bonus to Perception Adventures: A predestined fighter needs no further
checks and Stealth checks. incentive to become an adventurer: his very existence
is one big quest to achieve fame or another apparently
Predestined unobtainable goal, noble or vile as it might be. Among
Sometimes there is no conscious choice leading a all fighters, predestined ones are those who look most
character to become a fighter. Some say it was the actively for challenges. They can be moved by ambition,
sword that chose the arm that wields it: the arm of a bravery or recklessness, but they long to face terrible
Roberto Pitturru

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

Chapter 1: A Fighter's Role


sion of the future and actively work to improve their than she does other professional soldiers. Indeed, she
condition, always trying to bend destiny to their will. tends to distrust those who judge their worth by their
Suggested build options: Fighters with predes- skill with a weapon or their leadership abilities.
tined origins can choose any build option they like; if Races: All cultures, in the darkest hours of their
they like to highlight their mysterious and otherworld- histories, have been forced to rely on every available war-
ly approach to combat, their best choice is doubtlessly rior, enlisting their youths and sending them off to war.
the transcendent fighter build option (see below). In certain races, such as dragonborn, dwarves, or eladrin,
Suggested paragon paths: Predestined fighters serving under the banner of a ruler, taking up arms and
can follow any paragon path, as long as it leads them even sacrificing your own life for the common good is
towards the destiny that fate has chosen for them. The seen as a privilege. Militias are a recurring reality in hu-
most determined and inspired fighters opt for the war- man communities as well, although their ranks are often
rior avatar and the pilgrim fighter paragon paths (see swollen with sullen, frightened and unwilling militias
Chapter 3: A Fighter’s Path). and are treated accordingly by their officers. Halflings
Benefit: Once per day, you can reroll one saving and elves enlist additional forces only when their com-
throw you have just failed. munities must face a serious crisis. Tieflings and half-
elves, on the other hand, rarely understand the need for
Recruit this sacrifice and make little use of amateur soldiers.
Much like a mercenary fighter, the recruit has to face the Suggested build options: Fighters with the
art of war’s difficulties on a daily basis; unlike a merce- recruit origins feel safe when they can wield a sturdy
nary, however, a recruit had little choice in the matter. shield and those weapons they are more familiar with;
Perhaps his king decreed all able-bodied commoners thus, they often opt for the guardian fighter or ranged
had to enlist in order to fight an unexpected threat, or fighter build options (see below).
perhaps the town council deemed it necessary to enlist Suggested paragon paths: The dragonborn myr-
the citizenry to support a campaign against their rivals. midon, eladrin blade, and tunnel defender (see Chapter
Whatever reasons led her to join the army, the recruit 3: A Fighter’s Path) are excellent paragon paths for a
was plunged into a world she did not know and had to fighter with these origins, as many recruits are initiated
strive to stay healthy and maintain her grip on moral- to warcraft precisely to defend their own lands.
ity. A recruit need not necessarily be a rookie: This type Benefit: You add Insight and Perception to your
of fighter rather represents a character’s vague feeling class skill list, and you gain a +1 bonus to Insight
of inadequacy and awe in the face of war. A fighter of checks and Perception checks.
these origins tends to display a less professional attitude
in combat situations, but also shows a deeper sense of Slave
humanity, care and longing that separates her from a A character with these origins was either taken prisoner
callous professional soldier. A recruit has received basic or born into slavery. Gladiators, brutes subdued by pow-
training in the use of weapons and armor; she usually is erful lord commanders, or shock troops used as cannon
more skilled with spears and bows, as these are the typi- fodder in an army’s front line are good examples of slave
cal weapons assigned to conscripts. fighters. To these fighters, combat is a simple matter of

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

Chapter 1: A Fighter's Role


mighty; peaceful settlements are razed to the ground before he dies.
because of their strategic position; entire families are
exterminated as an example or to avoid future reprisals. Wanderer
A survivor has become a fighter because of a tragic event Not all combatants wish to settle down and establish
that has upset his entire life. Maybe he lived on a peace- a place of their own, or to defend the one they have
ful farm or in a prosperous trade city, but war has left its already found. Some fighters feel the urge to keep
mark on him and exterminated his loved ones. The sur- moving, either to avoid the dangers of their past, or to
vivor lost all he held dear: family, friends, and properties learn new exploits from the fighters of a distant land.
are now only dim memories to him, a void he filled only These wanderers like to travel more than anything else,
with the cold steel of a weapon. The survivor was victori- perhaps leaving a trail of legends behind them detail-
ous where others fell: His self-preservation instinct has ing their glorious deeds. Whether they are indomitable
made an accomplished fighter out of him. spirits, persecuted fugitives, or traveling duelists, all
Adventures: A character with these origins needs wanderers put freedom above everything else. Perhaps
no important motivation to become an adventurer: to they flee the horrors of past conflicts, or maybe it is
wander and to fight is just what he has always done. their presence that brings war to any land they visit.
His self-preservation instinct was helpful in the past They can be eccentric and vain, or generous souls driv-
and he relies on it time and again even now. He often en by a noble purpose. Although wanderers need not
accepts dangerous or forbidding missions without be lovers of the wilderness and natural environments,
caring about danger. Either he is so sure of his own they prefer open spaces instead of the cramped alleys
abilities that he seems almost immortal, or he is seek- of a settlement or a dungeon, and they learn valuable
ing a challenge great enough to give him the death he survival skills in the course of their travels.
feels guilty about avoiding before. Adventures: To a wanderer, the call to adventure
Roleplaying: A survivor fighter is an aloof figure. is like a second heart beating in his chest. To explore
He does not like bonds, or if he wishes he had some, forgotten ruins, to chart undiscovered lands, or to hunt
the fear of his past traumatic experiences prevents him down elusive enemies–all are excellent adventuring
from forming new ones. If he is evil, he sees any bond opportunities. To a wanderer, the journey itself is often
as an unpleasant limitation; if his soul is good, he does more important than the intended destination.
not want people around him to take risks on his account. Roleplaying: Wanderers can be social and likeable
A survivor fighter is usually a lone wolf, a disillusioned people, if their journeys have led them in lands populated
figure who hesitates to embrace any cause or ideal; it by benevolent and open-minded cultures, or they can be
takes only one moment to die, and no abstract concept elusive and proud, if they have experienced firsthand the
can justify this sacrifice. He also knows that violence effects of intolerance and bias. They know the customs of
might take all he cares away from him any time, so he many distant lands and have seen creatures that are the
has learned to suppress his feelings about everything; stuff of legends to many common people; such an amount
sometimes, he seems not to care even about his own life. of exotic lore undeniably contributes to their mysterious
Races: All races have their war orphans; still, these charm. Wanderers rely mostly on their agility, willpower,
origins are quite unusual for eladrin, elves, and dwarves, and endurance, rather than on armor or a large weapon.

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.

NEW BUILD OPTIONS


While origins define a character’s background and weapons and armor so that she won’t receive any pen-
help the player to better play his role, build options alty to speed and skill checks. A high Strength score is
are technical combinations that allow you to build a vital to grapple enemies, while a good Constitution or
Chapter 1: A Fighter's Role

competitive fighter. Dexterity score allows her to better withstand enemy


This section features many additional build options attacks or to dodge them entirely. When she selects her
along the guardian fighter and the great weapon fighter powers, a brutal fighter should focus on those that have
builds featured in the D&D 4E Player’s Handbook. unarmed attack as a requirement.
As usual, these builds are not meant to be used as Suggested feat: Brutal Brawl† (Human feat:
a restriction and should not be a burden for a player Powerful Charge)
designing his 1st level fighter. Indeed, they are only meant Suggested skills: Athletics, Endurance, Intimidate
to provide guidelines to make a coherent and productive Suggested at-will brute’s iron fist*, cleave
selection and flesh out an original character, featuring fo- Suggested encounter power: bear’s tenacious grab*
cused traits that enable him to be the best at what he does. Suggested daily power: brute strike
A † symbol refers to a new feat described in Chap-
ter 4: A Fighter’s Feat; an asterisk (*) refers to a new Exotic Fighter
exploit described in Chapter 2: A Fighter’s Power. Capable of unique exploits, the exotic fighters wields
rare or unusual weapons in combat, in order to pen-
Assault Fighter etrate any defense and to deal massive damage to his
An assault fighter wants to be agile when he moves on enemies. Whether he wields a specific race’s weapon or
the battlefield. Although he remains a defender because not, he favors superior weapons emphasizing spe-
of his class features and a high number of hit points, cial properties (such as a high crit weapon or a reach
he avoids heavy armor in order to maintain a good weapon), possibly two-handed ones. His choice of
mobility and to easily reach the heart of the action. An armor is not as important, and can be left to personal
assault fighter usually wields a heavy blade, a spear, or taste. Strength should be his best ability score, along
a flail, and makes up for his light armor with a heavy with those abilities associated with his selected weapon.
shield. Strength and Dexterity are his most important An exotic fighter chooses powers that are most effective
abilities. His most useful powers are those that maxi- with his superior weapon, or focus on similar benefits.
mize his attacks’ damage. Suggested feat: Weapon Proficiency (any supe-
Suggested feat: Defensive Mobility (Human feat: rior) (Human feat: Weapon Focus)
Action Surge) Suggested skills: Athletics, Endurance, Intimidate
Suggested skills: Athletics, Endurance, Heal Suggested at-will powers: cleave, reaping strike
Suggested at-will powers: merciless wound*, tide Suggested encounter power: man-at-arms’ fear-
of iron some strike*
Suggested encounter power: passing attack Suggested daily power: brute strike
Suggested daily power: villain’s menace
Heavy Throwing Fighter
Brutal Fighter A heavy throwing fighter knows he is his adventuring
This type of fighter fights bare-handed to deal dam- party’s first line of defense, but he also knows that he
age, immobilize, and stun her foes. She avoids heavy cannot be everywhere at once; thus, when he cannot

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,

Chapter 1: A Fighter's Role


less wilderness and the depths of forgotten dungeons. which she can use for sneak attacks. Her best ability
Instead of focusing on the damage she deals, she seeks score should be Dexterity, followed by Strength and
unusual lore and utility powers that will allow her to Wisdom. To this type of fighter, the best powers are
move on any type of terrain. In combat, she wields a those most suited to her strategic attitude: any exploit
shield and a one-handed weapon, so that she will be that allows her to hit and run, shift, or gain combat
able to engage the enemies she meets on an open bat- advantage is a good choice.
tlefield. To her, all ability scores are important, generally Suggested feat: Sneak of Shadows (Human feat:
in the following order: Strength, Dexterity, Wisdom, Alertness)
and Constitution. Any power that allows her to hit foes Suggested skills: Athletics, Intimidate, Streetwise
at range is a good choice. Suggested at-will powers: flashing steel*, merciless
Suggested feat: Warrior of the Wild (Human feat: wound*
Lethal Hunter) Suggested encounter power: steel serpent strike
Suggested skills: Athletics, Endurance, Heal Suggested daily power: villain’s menace
Suggested at-will powers: sure strike, surging arrow*
Suggested encounter power: passing attack Strategist Fighter
Suggested daily power: comeback strike A combatant may stand in the front line, focus on
his own foe and on the damage he deals, or he may
Fighter of the Pact enter the battlefield always keeping an eye on his
A fighter of the pact is a sturdy combatant who is not companions, trying to support them in time of need
contented with skillfully handling a blade. He has and directing their actions. The latter is the way of
obtained a spark of arcane power from a primeval the strategist fighter. Whatever weapon he chooses to
entity, the better to crush any foe. Whether his power wield, he is prepared to withstand the fierce blows of
flows from the stars, fey spirits, or infernal beings, this a melee and a few ranged skirmishes as well. Strength
fighter uses the mysterious forces of his eldritch pact and Wisdom are his first ability scores, followed by
to increase the damage he deals, or to cast powerful Charisma or Intelligence. His powers build upon his
curses on his enemies. He usually fights with heavy penchant for tactics and allow him to move his allies
armor or a versatile melee weapon (such as a long into advantageous positions, to heal them and to move
sword), but he does not wield a shield, in case he their enemies so that they will remain isolated and
wants to use a warlock’s implement. His best scores easy to vanquish.
should be Strength and Constitution (or Charisma, if Suggested feat: Student of Battle (Human feat:
he has selected the fey pact). To keep in line with the Improved Initiative)
arcane powers he gets from his pact, his martial pow- Suggested skills: Endurance, Heal, Intimidate
ers should also focus on increasing damage. Suggested at-will powers: readied thrust*, tide of
Suggested feat: Pact Initiate (Human feat: Action iron
Surge) Suggested encounter power: covering attack
Suggested daily power: comeback strike

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.

Level 1 At-Will Exploits


At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light or heavy blade.
h Brute’s Iron Fist Fighter Attack 1
Target: One creature
Even when you are fighting with your bare hands, your blows Attack: Intelligence vs. Reflex
are as hard as steel. Hit: 1[W] + Strength modifier damage.
At-Will ✦ Martial, Weapon Increase damage to 2[W] + Strength modifier at 21st level.
Standard Action Melee 1
Requirement: You must make an unarmed attack.
h Surging Arrow Fighter Attack 1
Target: One creature You fire a projectile at full strength. Its flight is shaky, but its
Attack: Strength vs. AC damage is massive.
Effect: Your unarmed attack die increases by one size. At-Will ✦ Martial, Weapon
Hit: 1[W] + Strength modifier damage. Standard Action Ranged weapon
Increase damage to 2[W] + Strength modifier at 21st level. Target: One creature
Attack: Dexterity - 2 vs. AC
h Flashing Steel Fighter Attack 1
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Your quick thrust with the blade is worthy of the swiftest fencer. Increase damage to 2[W] + Strength modifier + Dexterity
At-Will ✦ Martial, Weapon modifier at 21st level.
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

34
Chapter 2: A Fighter's Power
Merciless Wound

Level 1 Encounter Exploits


p Bear’s Tenacious Grab Fighter Attack 1 p Man-at-Arms’ Fearsome Strike Fighter Attack 1
Your foe thought your attack was only meant to hurt it, but now it A canny display of your expertise with a weapon can send your
finds itself caught in an iron grip and a furious struggle ensues. foes fleeing even without resorting to your best moves.
Encounter ✦ Martial, Weapon Encounter ✦ Fear, Martial, Weapon
Standard Action Melee 1 Standard Action Melee weapon
Requirement: You must make an unarmed attack. Prerequisite: You must have proficiency in the weapon you
Target: One creature wield and you must be trained in Intimidate.
Attack: Strength vs. Reflex Target: One creature
Hit: 2[W] + Strength modifier damage, and you grab the target. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary
p Dazing Blow Fighter Attack 1 attack against the same target.
Your perfectly placed strike leaves the enemy reeling. Secondary Attack: Charisma +1 vs. Will
Encounter ✦ Martial, Weapon Hit: The target moves a number of squares equal to your
Standard Action Ranged weapon Charisma modifier (minimum 1) away from you. The
Target: One creature fleeing target avoids unsafe squares and difficult terrain
Attack: Dexterity vs. Reflex if it can. This movement provokes opportunity attacks.
Hit: 2[W] + Strength modifier damage, and the target is
dazed until the end of your next turn.
Elisa Ferrotto

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

Chapter 2: A Fighter's Power


Trigger: One grabbed creature escapes you Your second arrow hits while your opponent reels from the first.
Effect: You make a Strength check vs. the grabbed creature’s Encounter ✦ Martial, Weapon
Reflex defense; if you succeed, you hold your grab. Standard Action Ranged weapon
Target: One creature
p Humiliating Parry Fighter Utility 2 Attack: Dexterity vs. AC, two attacks
As you nonchalantly parry an incoming blow, your mocking Hit: 1[W] + Dexterity modifier damage. If the first attack
expression invites your enemy to try again. hits, the target takes a -2 penalty to AC against the
Encounter ✦ Martial second attack.
Immediate Reaction Personal
Trigger: An enemy misses you with a melee attack. p Catapult’s Slam Fighter Attack 3
Target: The creature that missed you You leap forward with a sudden twist, pushing your
Effect: The target is marked. clenched fists against the ground and spinning to throw
the weapon you held in your hand; the resulting blow is so
r Unshakable Pillar Fighter Utility 2 strong that it could demolish a wall.
You take a special defensive stance that makes you nearly Encounter ✦ Martial, Weapon
impossible to move or knock down. Standard Action Ranged weapon
Daily ✦ Martial, Stance Prerequisite: You must be trained in Acrobatics.
Move Action Personal Requirement: You must be wielding a heavy thrown weapon.
Effect: When an effect forces you to move –through a pull, Target: One creature
a push, or a slide– or would knock you prone, you can Special: You shift 1 square towards the target before the
immediately make a saving throw to avoid moving or attack.
falling prone. Attack: Strength vs. AC
Special: If you have the Stand Your Ground dwarven racial Hit: 2[W] + Strength modifier damage, and the target is
trait, you make only one saving throw to avoid falling knocked prone.
prone, but you get a +2 power bonus on that save.

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

basic melee attack against you once per turn as a free


action, if it is adjacent to you. In turn, you gain temporary
hit points equal to 1d6 + your Constitution modifier and
a bonus to damage rolls equal to your Charisma modifier
until the end of the encounter.

Level 5 Daily Exploits


r Aim for the Head Fighter Attack 5
A quick blow to your enemy’s head can put an end to the fight
even before it begins.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a hammer or a mace.
Target: One creature
Attack: Strength - 4 vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target is
unconscious (save ends). If the unconscious target takes
damage, it is no longer unconscious.
Miss: Half damage, and the target is dazed until the end of
your next turn.

r Recruit’s Lucky Strike Fighter Attack 5


You put all thoughts of strategy aside and blindly trust your
luck to decide the battle’s outcome.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Attack: Wisdom vs. AC
Hit: 4[W] + Strength modifier damage, and the target grants
combat advantage and is immobilized until the end of
your next turn.
Miss: You grant combat advantage to the target until the end
of your next turn.
Thomas Liera

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

Chapter 2: A Fighter's Power


r Encumbering Defense Fighter Utility 6 damage (save ends).
You raise your weapon in front of your enemies. Although it re- Miss: Ongoing 2 fire damage (save ends).
mains still in your hands, it is so large and sturdy that it shields Effect: Your space is lightly obscured and provides conceal-
you from most attacks. ment until the start of your next turn.
Daily ✦ Martial, Stance
Minor Action Personal p Lay Waste to the Enemy Fighter Attack 7
Requirement: You must be wielding a two-handed weapon. Your blow cuts deep, leaving a painful, lingering scar.
Effect: You gain a +3 power bonus to AC and Reflex defense. Encounter ✦ Martial, Weapon
Standard Action Melee weapon
r Endure Elemental Fury Fighter Utility 6 Target: One creature
In a fight, you can weather the elements like no other. Attack: Strength vs. Fortitude
Daily ✦ Martial Hit: 2[W] + Strength modifier damage.
Immediate Interrupt Personal Special: The target can regain the hit points it lost with this
Trigger: You are hit by an attack that would deal cold, fire, or attack only with an extended rest, and cannot regain them
lightning damage through any power, ability, or action (such as a healing
Effect: You gain resist cold, fire, or lightning 5 + your Con- surge or regeneration).
stitution modifier until the start of you next turn. The
type of damage is the same of the attack that hit you. If p Mantis’s Embrace Fighter Attack 7
you use a shield, increase resist to 10 + your Constitu- You harpoon your enemy and pull it to you, delivering a fatal
tion modifier. blow.
Encounter ✦ Martial, Weapon
r Fortunate Deflection Fighter Utility 6 Standard Action Melee weapon
Just as your foe is about to bring a deadly blow down on your Requirement: You must be wielding a polearm.
ally, your own blade intervenes. Target: One creature
Daily ✦ Martial Attack: Strength vs. Reflex
Immediate Interrupt Melee weapon Hit: 1[W] + Strength modifier damage. Make a secondary
Trigger: One adjacent ally is hit by a melee attack attack against the target.
Effect: You make a melee attack roll, and the ally uses the re- Secondary Attack: Strength vs. AC
sult of your roll instead of its AC against the enemy attack. Hit: 2[W] + Strength modifier damage.
Miss: Half damage.

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

r Roaring Hammer’s Slam Fighter Attack 9 Level 10 Utility Exploits


Your weapon strikes the foe with a thundering toll that echoes
over the battlefield. r Deep Thrust Fighter Utility 10
Daily ✦ Martial, Thunder, Weapon You make sure your blows find the target, even if it means you
Standard Action Melee or Ranged weapon have to ignore its response. Your safety does not matter when
Requirement: You must be wielding a hammer or a mace. you are looking for that perfect strike.
Primary Target: One creature Daily ✦ Martial, Stance
Attack: Strength vs. AC Minor Action Personal
Hit: 2[W] + Strength modifier thunder damage, and the Effect: You grant combat advantage. In turn, you can score a
target is deafened until the end of your next turn. Make a critical hit with a natural roll of 19-20.
secondary attack.
Secondary Attack: Each creature within close burst 1 r Resist Tortured Senses Fighter Utility 10
from the primary target When a fight’s outcome hangs in the balance, you can even
Secondary Attack: Strength vs. Fortitude ignore those attacks that would dim your senses.
Hit: 1d6 + Strength modifier thunder damage, and the Daily ✦ Martial
target is deafened until the end of your next turn. Immediate Interrupt Personal
Trigger: You are hit by an attack that deals radiant or thunder
r Target Enemy Ranks Fighter Attack 9 damage
The projectiles you fire upon the enemy ranks are bearers of Effect: You gain resist radiant or thunder equal to 10 + Con-
pain and strife. stitution modifier until the start of your next turn. The
Daily ✦ Martial, Weapon type of damage is the same of the attack that hit you. If
Standard Action Close blast 5 the attack inflicts a blinded, dazed, deafened, or stunned
Requirement: You must be wielding a ranged weapon. condition that a save can end, you automatically succeed
Target: Each enemy in blast and that you are able to see on your first save against that condition.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you push the
target 2 squares.

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

more easily. Trigger: One creature charges you


Daily ✦ Martial Target: The creature charging you
Standard Action Close blast 5 Attack: Dexterity vs. Fortitude
Requirement: You must be wielding a ranged weapon. Hit: 2[W] + Dexterity modifier damage, and the target is
Target: Each ally in blast you can see slowed until the start of your next turn. If the target ends
Effect: The target gains combat advantage against adjacent its movement in a space where it can attack you, it takes
enemies and a +2 power bonus to AC and Reflex defense a -2 penalty to its attack roll.
until the start of your next turn.
Sustain Standard: The effect continues. Level 15 Daily Exploits
Level 13 Encounter Exploits r A Thousand Sparks Fighter Attack 15
As your blow scrapes against the enemy’s armor, a rain of sear-
p Advance to the Rear Fighter Attack 13 ing sparks sears nearby monsters.
Your attacks give no respite to enemies within range, allowing Daily ✦ Lightning, Martial, Weapon
your allies to reach safety. Standard Action Melee weapon
Encounter ✦ Martial, Weapon Requirement: You must be wielding an axe, a hammer, a
Standard Action Melee or Ranged weapon mace, or a heavy blade.
Target: One, two, or three creatures Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), Attack: Strength vs. AC
one attack per target Hit: 4[W] + Strength modifier lightning damage, and every
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + creature within close burst 1 from the target takes light-
Dexterity modifier damage (ranged). ning damage equal to your Strength modifier.
Effect: All of your allies adjacent to the target can shift a Miss: Half damage, and every creature within close burst 1
number of squares equal to your Wisdom modifier. from the target takes lightning damage equal to your
Strength modifier.
p Brutal Domino Fighter Attack 13
With a fierce swing, you hit your foe and send it reeling; a sec- r Deforming Impact Fighter Attack 15
ond foe, taken by surprise, stumbles upon its ally. Your blow mangles your opponent’s armor, rendering it useless.
Encounter ✦ Martial, Weapon Daily ✦ Martial, Weapon
Standard Action Melee weapon Standard Action Melee or Ranged weapon
Target: One creature Target: One creature with an armor bonus
Attack: Strength vs. Fortitude Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the Hit: 2[W] + Strength modifier damage, and the target takes
target 1 square and knock it prone. If the target ends a -2 penalty to AC until the end of the encounter.
its movement in a space occupied by a creature, that Weapon: If you wield a hammer or a mace, the target
creature is dazed until the end of your next turn. takes a penalty to AC equal to your Strength modifier.
Miss: Half damage.

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

Chapter 2: A Fighter's Power


Attack: Dexterity vs. AC Effect: You gain resist force, necrotic, or psychic 10 + your
Hit: 2[W] + Strength modifier damage, and the target loses Constitution modifier until the end of your next turn. The
its next standard action. type of damage is the same of the attack that hit you.
Miss: Half damage, and the target does not lose its standard If the attack inflicts a dazed, dominated, immobilized,
action. restrained, slowed, stunned, or weakened condition that
a saving throw can end, you automatically succeed on
Level 16 Utility Exploits your first save against that condition.

p Bear’s Crushing Grasp Fighter Utility 16 Level 17 Encounter Exploits


Your grip leaves the enemy without breath and prevents it
from moving. p Covering Volley Fighter Attack 17
Encounter ✦ Martial, Stance A bolt fired at the right moment can distract your enemy and
Minor Action Personal allow your companion to flee.
Requirement: You must have both hands free. Encounter ✦ Martial, Weapon
Effect: Whenever you grab a creature, that creature is re- Immediate Interrupt Ranged weapon
strained instead of immobilized, until it escapes your Trigger: One creature makes an opportunity attack provoked
grab. The creature can try normally to escape your grab. by the movement of an ally of yours.
Target: The creature making the opportunity attack
r Hidden Reservoir Fighter Utility 16 Attack: Dexterity vs. Reflex
You call upon your remaining strength to find a way to keep Hit: 1[W] + Dexterity modifier damage.
fighting and deal a decisive blow. Effect: The target’s opportunity attack misses.
Daily ✦ Martial
Minor Action Personal p Rolling Thunder Fighter Attack 17
Requirement: You must have run out of encounter powers. The blow you deal would leave even the most well-armored
Effect: You use a healing surge, but you do not regain any combatant reeling.
hit point; instead, you regain one fighter encounter Encounter ✦ Martial, Thunder, Weapon
power. If you regain an attack power and use it before Standard Action Melee or Ranged weapon
the end of the encounter, you gain a +1 power bonus Requirement: You must be wielding a hammer or a mace.
to that power’s attack rolls, deal extra damage equal to Target: One creature
1[W] and, if the power allows you to move the target, Attack: Strength vs. Fortitude
you move it 1 extra square. Hit: 3[W] + Strength modifier thunder damage, and the
target is stunned until the end of your next turn.

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

many of its defenses were hit. Daily ✦ Martial, Weapon


Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Weapon: If you wield a light or heavy blade, you score a
critical hit with a natural roll of 18-20.
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.

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

Chapter 2: A Fighter's Power


most advantageous side while the hapless foe lies moaning
on the ground.
r Irreprehensible Bodyguard Fighter Utility 22 Encounter ✦ Martial, Weapon
You have sworn to defend your friend at any cost. From now Standard Action Melee 1
on, you will watch over her like a guardian angel, deflecting Requirement: You must make an unarmed attack.
any blow aimed at her. Target: One creature
Daily ✦ Martial, Stance Attack: Strength vs. Reflex
Minor Action Ranged visual Hit: 3[W] + Strength modifier damage, and you pull the
Target: One ally target in your space and knock it prone. Then you shift 1
Effect: You choose a target within visual range. Each time the square.
target is hit by a melee attack, you can shift a number of
squares equal to your Dexterity modifier as an immediate p Mighty Bolt Fighter Attack 23
interrupt, as long as you end your movement in a position When you draw back your bow with all your strength, a foe is
adjacent to the target. If you cannot reach a position ad- about to meet its death.
jacent to the target, you do not shift. You can then make a Encounter ✦ Martial, Weapon
melee attack roll, and the target uses the result of your roll Standard Action Ranged weapon
in place of its AC against the enemy attack. Target: One creature
Attack: Dexterity vs. Fortitude
r Last Chance Fighter Utility 22 Hit: 4[W] + Dexterity modifier + Strength modifier damage.
The fight is hard and exhausting, but a true fighter always
finds the strength to launch a final assault… an assault that p Unstoppable Colossus Fighter Attack 23
will mark his victory. You relentlessly stride across the battlefield; enemy blows
Daily ✦ Martial are but a nuisance, an insect’s sting, and you ignore them;
Minor Action Personal you only care about dispatching foes, and your blows grow
Requirement: You must have run out of daily powers. more and more violent.
Effect: You use a healing surge, but you do not regain any Encounter ✦ Martial, Stance, Weapon
hit point. Instead, you regain one fighter daily power. If Minor Action Personal
your regain an attack power and use it before the end of Effect: You are slowed and take a -2 penalty to Reflex defense;
the encounter, you gain a +2 power bonus to that pow- however, you deal extra damage equal to 2[W] with your
er’s attack rolls, deal extra damage equal to 2[W] and, if basic melee attacks and your at-will melee attacks.
the power allows you to move the target, you move it 2
extra squares.

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

Standard Action Melee weapon Standard Action Ranged weapon


Target: One creature Target: One creature
Attack: Strength vs. AC Attack: Dexterity vs. AC
Hit: 4[W] + Strength modifier damage, and the target takes Hit: 1[W] + Dexterity modifier damage, and the target is
ongoing 10 damage (save ends). slowed until the end of your next turn. Make a secondary
Weapon: If you wield a flail, the target takes ongoing attack against the target.
damage equal to 10 + your Dexterity modifier. Secondary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target
takes a -2 to AC and to Reflex defense until the end of
your next turn. Make a tertiary attack against the target.
Tertiary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is
weakened (save ends).

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).

p Skewer of Doom Fighter Attack 27 r One Fatal Arrow Fighter Attack 29


You skewer the enemy, thrusting your weapon clear through You fire an unstoppable bolt that falls down upon the enemy
its body and into the stunned foe behind it. like lightning, pinning it to the ground; the target can only hope
Encounter ✦ Martial, Weapon to avoid being hit by dropping into what cover it can find.
Standard Action Melee weapon Daily ✦ Martial, Weapon
Requirement: You must be wielding a polearm or a spear. Standard Action Ranged weapon
Primary Target: One creature Target: One creature
Attack: Strength vs. AC Attack: Dexterity vs. Reflex

Chapter 2: A Fighter's Power


Hit: 4[W] + Strength modifier damage, and the target is Hit: 4[W] + Dexterity modifier damage, and the target is
restrained until the start of your next turn. Make a sec- immobilized (save ends).
ondary attack. Miss: The target is knocked prone.
Secondary Target: One creature adjacent to the primary
target and on the opposite side or corner from you. r Ultimate Swing Fighter Attack 29
Secondary Attack: Strength -2 vs. AC With a brutal half-spin, you send your blade hurtling into your
Hit: 1[W] + Strength modifier damage. foes, cutting them down whether they be one or legion.
Daily ✦ Martial, Weapon
Level 29 Daily Exploits Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
r Arc of Crimson Slaughter Fighter Attack 29 Targets: One, two, or three creatures adjacent to each other
With a wild spin, you trace an accurate and deadly arc with your Attack: Strength vs. AC, one attack per target
weapon, spelling doom to any who stand on its trajectory. Special: If you target only one creature with this power, you
Daily ✦ Martial, Weapon gain a +2 power bonus to the attack roll. If you target
Standard Action Melee weapon three creatures with this power, you suffer a -2 penalty to
Target: Each enemy within weapon’s reach you can see all three attack rolls.
Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and the target is
Weapon: If you wield an axe or a heavy blade, you gain a stunned until the end of your next turn.
bonus equal to your Strength modifier to your attack roll. Miss: Half damage, and the target is dazed until the end of
Hit: 3[W] + Strength modifier damage. your next turn.
Miss: The target is pushed 1 square.

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

A fighter prepares for a difficult battle performing a martial ritual

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

Chapter 2: A Fighter's Power


granted by each healing surge 10-19 Regain 5 additional hit points
20-29 Regain 10 additional hit points
Death Oath 30 or more

Regain 10 additional hit points and gain
regeneration 1 until the end of the
The challenge is on and you will not rest until your enemy
encounter or for 5 minutes
falls. The only mercy you will show is a swift death at
your hands.
Each effect only applies the first time you use your
Level: 12 Component Cost: 1,000 gp second wind. As soon as you use the second wind action,
Category: Binding Market Price: 2,600 gp the ritual’s effect expires. If you do not use second wind
Time: 1 hour Key Skill: Intimidate before the ritual’s duration expires, the effect is lost.
Duration: Until discharged (no check)
Indomitable Strength
You select a single creature (for example, you may select You have dedicated your entire life to turning your body
“the orc called Tramokk”, but not “any orc”) and utter into a weapon as hard as steel, always pushing yourself
a solemn oath swearing to kill it. You must have already beyond your limits. A short training session and a few drops
met the selected creature in person for the ritual to work. of a rare invigorating elixir are enough to attain the peak of
From now on, you gain a +10 bonus to one single attack physical efficiency.
roll and to the damage roll of that attack against that
creature. You can freely choose to which attack you will Level: 5 Component Cost: 150 gp
assign the ritual’s bonus when you declare the attack; the Category: Exploration Market Price: 250 gp
ritual’s effects expire at the end of the attack. Time: 30 minutes Key Skill: Athletics
Duration: 12 hours
Gladiator’s Immortal
Blood You attain unsurpassed physical prowess and your
energies seem limitless. When the ritual is completed,
War paintings on your body and simple ancient formulas to
ignore the pain allow you to endure any wound. make an Athletics check. The check’s result determines
the ritual’s effect.
Level: 2 Component Cost: 20 gp
Category: Restoration Market Price: 100 gp Athletics Check Result Effect
Time: 10 minutes Key Skill: Heal 9 or less None
10-19 +1 to Strength-based ability checks and skill checks
Duration: 24 hours (special)
20-29 +2 to Strength-based ability checks and skill checks
30 or more +2 to Strength-based ability checks and skill
You cling to every remaining bit of willpower and
checks, and you cannot become weakened
stamina to gain an unearthly endurance to pain. When
the ritual is completed, make a Heal check. The check’s The bonus to ability checks and skill checks does not
result determines the ritual’s effect. apply to Strength-based attacks.

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.

Arena Idol Path Features r Gladiator’s Verdict Arena Idol Attack 20


Crowd’s Hero (11th level): Once per day, an ally You humiliate your foe, knocking it down and disarming
you can see can spend a minor action to incite you to it. With a sudden twist, you seize its own weapon for the
greater martial feats. You gain a +2 power bonus to all finishing blow, and this moment of triumph turns you into a
defenses and score a critical hit with on a roll of 19-20 fearless fighter.
Chapter 3: A Fighter's Path

until the end of the encounter. Daily ✦ Martial, Weapon


Vanquished Enemy (11th level): When you Standard Action Melee weapon
drop a target that is your lever or higher to 0 hit Target: One creature
points or fewer, or when you score a critical hit against Attack: Strength vs. AC
a target that is your lever or higher, you gain a +2 Hit: 3[W] + Strength modifier damage, and you knock the
bonus to attack rolls and damage rolls until the end of target prone. The target drops whatever weapon it was
your next turn. wielding and you can choose to grab it with a free hand
Save Your Strength (16th level): When you or let it fall to the ground at your feet (in your square).
spend an action point to take an extra action, you gain You can only grab a one-handed weapon.
regeneration equal to your Constitution modifier until Special: If you choose to grab the dropped weapon with a
the end of the encounter, and you can use second wind free hand, you can immediately make a basic melee attack
again, even if you have already used it in this encounter. against the target as a free action, using that weapon.
Effect: Gain a +2 power bonus to Will defense until the end
Arena Idol Exploits of the encounter.

p Intimidating Strike Arena Idol Attack 11 Iegor Malvon, Arena Idol


You swing your blade at your foe’s eyes, leaving it blinded and Occupation: When he was only a child, Iegor’s
intimidated. entire village was slaughtered by gnoll raiders. His
Encounter ✦ Martial, Weapon survival instinct saved him, keeping him away from the
Standard Action Melee weapon flames and the fights where his mother and his only
Target: One creature sister lost their lives. Hurt in body and mind, realizing
Attack: Strength vs. Reflex he had abandoned his loved ones to their fate, he joined
Hit: 2[W] + Strength modifier damage, and you push the a band of evacuees heading for distant frontier settle-
target 1 square. ments. In those remote lands, he cultivated his brawl-
Weapon: If you’re wielding an axe or a heavy blade, the ing skills, growing up on the streets and serving a shady
target is blinded until the end of your next turn. slaver, first as henchman, and then as arena fighter.
Effect: You can make an Intimidate check against the target After a stormy debate with his former patron, Iegor
as part of the action you used to attack with this power. has taken a sudden leave from those bloodied contests.
His former master wants revenge for Iegor’s presumed
betrayal and has placed a conspicuous bounty on the
gladiator’s head.
Physical Description: Iegor is tall and brawny.
He has dark skin, short black hair and green eyes. His
coarse voice never trembles and his controlled moves
speak to his indomitable will.

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.

Chapter 3: A Fighter's Path


Mannerisms: Iegor is restless, and he always
seems about to start a quarrel… or a brawl.
Origins: Iegor selected the survivor’s origin (see
Chapter 1: A Fighter’s Role). When he is dying, he
must fail four saving throws to die.

Iegor Malvon Level 17 Soldier


Medium natural humanoid, human fighter XP 1,400
Initiative +9 Senses Perception +10
HP 154; Bloodied 77
AC 35; Fortitude 33, Reflex 28, Will 27
Speed 5
m +4 Vicious Longsword (standard; at-will) ✦ Weapon
+25 vs. AC; 1d8 + 14 damage.
M Brute’s Iron Fist (standard; at-will) ✦ Martial, Weapon Hidden Reservoir (minor; daily) ✦ Martial
Requires unarmed attack; +22 vs. AC; 1d6 + 13 damage. Iegor can use a healing surge, but he does not regain any
M Cleave (standard; at-will) ✦ Martial, Weapon hit point; instead, he regains one fighter encounter power.
+25 vs. AC; 1d8 + 14 damage. See the D&D 4E Player’s If he regains an attack power and uses it before the end of
Handbook. the encounter, he gains a +1 power bonus to that power’s
M Intimidating Strike (standard; encounter) ✦ Martial, attack rolls, deals 1d8 extra damage and, if the power
Weapon allows him to move the target, he moves it 1 extra square.
+25 vs. Reflex; 2d8 + 14 damage, and the target is pushed Study Your Foe (no action; daily) ✦ Martial
1 square and blinded until the end of Iegor’s next turn; Iegor gains a +8 power bonus to his initiative check and a
Iegor can make an Intimidate check against the target as +2 power bonus to AC and to Reflex defense until the end
part of the same action he used to attack with this power. of the encounter. Iegor uses this power after making the
M Mountain Breaking Blow (standard; encounter) ✦ initiative roll.
Martial, Weapon Alignment Unaligned Languages Common, Goblin
+25 vs. AC; 3d8 + 14 damage. See the D&D 4E Player’s Skills Endurance +15, Intimidate +14, Streetwise +14
Handbook. Str 22 (+14) Dex 13 (+9) Wis 14 (+10)
M Storm of Blows (standard; daily) ✦ Martial, Weapon Con 18 (+12) Int 11 (+8) Cha 12 (+9)
+25 vs. AC; 1d8 + 15 damage. See the D&D 4E Player’s Equipment +4 savage scale armor, +4 vicious longsword,
Handbook. gauntlets of ogre power, heavy bashing shield (lvl 15)
Maichol Quinto

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.

Battle Commandos Path Features


Miss: The target is knocked prone.
Effect: You can move a number of squares equal to your
Infiltrate (11th level): You gain a bonus equal Dexterity modifier, but you must end your movement in
to your Wisdom modifier to Acrobatics or Athletics a square adjacent to an enemy.
Chapter 3: A Fighter's Path

checks made to escape a grapple, to Strength-based


attacks to bull rush an enemy, and to AC and to Reflex Quorwar Grayvale,
defense against opportunity attacks when using a crawl
action to leave a square adjacent to an enemy.
Battle Commando
Occupation: Quorwar’s parents were escapees
Pathfinder’s Action (11th level): When you who used to live in a village deep in the heart of an oak
spend an action point to take an extra action, you also grove, and who survived its destruction. The young
gain an extra move action that you can use in a follow- elf grew up in a human city, and although he kept his
ing turn during the same encounter. kin’s traditional love of unsullied natural places, he also
Aggressive Standup (16th level): You can stand showed an unusual fondness for battle. Making the
up as a minor action, instead of a move action. In ad- most of his agility and speed, Quorwar joined the mi-
dition, when standing up, you can push an adjacent litia; first he served as a scout, then he became a battle
enemy 1 square if it is up to one size category larger commando. He became famous when he snuck into an
than you, and you can shift into the space the enemy orc fortress, opened the gates to his fellow soldiers and
vacated. joined them in their frontal assault, claiming victory.
Quorwar is currently attached to a group of guerrilla
Battle Commando Exploits soldiers called the Crimson Dusk Commandos (see
Chapter 6: Organizations).
p Treacherous Steel Battle Commando Attack 11 Physical Description: Quorwar’s height and
In the blink of an eye, you unsheathe your weapon and attack weight are typical for an elf of his age. His black hair
the target, taking it by surprise. show shades of dark green, the same color of his stern
Encounter ✦ Martial, Weapon eyes. He wears loose garments that do not hinder his
Standard Action Melee weapon movements, reinforced with leather and iron to provide
Effect: You can draw the weapon you use to make this attack a better protection.
as part of the action you use to attack with this power. Attributes and Skills: Quorwar is agile and alert.
Target: One creature He is not very good with words, but this is rarely a
Attack: Dexterity vs. Reflex setback in his line of work.
Hit: 2[W] + Strength modifier damage, and the target grants Values and Motivations: Quorwar wants revenge
you combat advantage until the end of your next turn. on those who destroyed his village when he was still
a baby. In time, this desire has become an obsession
p Keep the Advantage Battle Commando Utility 12 and now the elf is willing to offer his help to anyone
No one escapes easily from a battle commando’s wrath. that might provide him with clues about the raiders’
Encounter ✦ Martial identity.
Immediate Reaction Personal Behavior: This battle commando is silent and
Trigger: An enemy ends a condition that caused it to grant aloof. When he speaks, he uses a few choice words and
you combat advantage goes straight to the point.
Effect: The enemy still grants you combat advantage until
the end of your next turn.

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

Chapter 3: A Fighter's Path


+21 vs. Reflex; 2d8 + 9 damage, and the target grants
combat advantage to Quorwar (save ends). Quorwar can
draw the weapon he uses to make the attack as part of the
same action he uses to attack with this power.
R Deforming Impact (standard; daily) ✦ Martial, Weapon
Range 20/40; +20 vs. AC; 2d10 + 11 damage, and the
target takes a -2 penalty to AC until the end of the
encounter. Miss: Half damage.
Deep Thrust (minor; daily) ✦ Martial, Stance, Weapon
Quorwar grants combat advantage, but can score a critical
Useful Knowledge: Quorwar is a skilled scout. He hit with on a roll of 19-20.
knows the most treacherous terrain and the layout of Keep the Advantage (immediate reaction; encounter) ✦
many goblin and orc camps. Martial
Mannerisms: Quorwar tends to silently put a An enemy ends a condition that granted combat advantage
finger to his lips when a discussion grows tiresome or to Quorwar; the enemy still grants combat advantage to
useless. Quorwar until the end of Quorwar’s next turn.
Origins: Quorwar has selected the specialist’s ori- Elven Accuracy (free; encounter)
gin (see Chapter 1: A Fighter’s Role). He is specialized See the D&D 4E Player’s Handbook.
in the longbow. Once per day, Quorwar can reroll an Sneak Attack
attack roll with the longbow he has just made. He must Once per encounter, Quorwar deals +3d6 damage when
use the second result, even if it is lower. he has combat advantage against his target.
Wild Step
See the D&D 4E Player’s Handbook.
Alignment Unaligned Languages Common,
Elven
Skills Athletics +15, Endurance +13
Str 17 (+10) Dex 20 (+12) Wis 19 (+11)
Con 13 (+8) Int 12 (+8) Cha 11 (+7)
Equipment +3 shadowflow leather armor, +3 longsword, +3
intangible longbow, quiver of flaming roar, light bashing
shield (lvl 15), elven boots
Claudio Casini

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

the interests of many lords and wealthy individuals,


When you mark a target with your Combat Superior- always clearing them of their charges in trial by combat;
ity class feature, you can choose to deal the target a Gorngrin has gained many bitter enemies who would
-4 penalty to any attack roll that do not target you. If have liked a different verdict.
you do, you will be marked by the target until the end Physical Description: Gorngrin is a threatening
of your next turn. figure, and he does nothing to mitigate this impression.
Champion’s Action (11th level): When you His straight brown hair and the short tangled beard
spend an action point, instead of taking an extra action enhance his stern appearance and his brooding eyes
you can reroll a melee attack roll or damage roll. exude a grim aura. His chest and arms are crisscrossed
Justiciar’s Phlegm (16th level): When you spend with the scars of many duels.
an action point to take an extra action or to gain the Attributes and Skills: Gorngrin is mighty, cun-
benefits of a Champion’s Action, you also gain a +2 ning, and, when the situation calls for it, merciless.
bonus to AC until the end of the encounter. Values and Motivations: Gorngrin’s heart is im-
pervious to almost anything. Although he is as fond of
Champion of Honor Exploits riches as any dwarf, his eyes glitter only when he spots
a new foe to defeat.
p Here Waits Thy Doom Champion of Honor Attack 11 Behavior: Gorngrin always looks uninterested,
You hit your enemy with a grievous blow that leaves its sur- unless someone wishes to hire his services or to chal-
vival doubtful. lenge him.
Encounter ✦ Martial, Weapon Useful Knowledge: Gorngrin knows every law
Standard Action Melee weapon and custom concerning duels and trials in his home-
Target: One creature land, and is always careful to educate himself about
Attack: Strength vs. AC those of any foreign venue he might visit.
Hit: 3[W] + Strength modifier damage, and the target takes a Mannerisms: The dwarf gnashes his teeth when
-2 penalty to Will defense until the end of your next turn. he laughs, turning even this simple reaction in an un-
nerving grimace.
r Armed Trap Champion of Honor Utility 12 Origins: Gorngrin has selected the specialist’s
With a skilled move, you use your weapons to entrap the en- origin (see Chapter 1: A Fighter’s Role). Gorngrin is
emy that hurt you. specialized in the greataxe. Once per day, he can reroll
Daily ✦ Martial, Weapon an attack roll he has just made with his greataxe. He
Immediate Interrupt Personal must use the second result, even if lower.
Requirement: You must be wielding a shield or a melee
weapon, but not an improvised melee weapon.
Trigger: You take damage from a melee attack
Effect: Reduce taken damage by half your level, and the
enemy who damaged you is restrained until the start of
your next turn.

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.

Chapter 3: A Fighter's Path


Francesco Graziani

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

Dragonborn Myrmidon Path Fea-


Hit: 2[W] + Strength modifier damage, and the target is
dazed until the end of your next turn, and you push the
tures target 1 square and shift into the space that the target
Melee Breath (11th level): When you make an vacated. Make a tertiary attack against the same target.
Chapter 3: A Fighter's Path

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.

Trakosar Garkr Level 20 Fighter


Medium natural humanoid, dragonborn fighter XP 2,400
Initiative +10 Senses Perception +12
HP 179; Bloodied 89
AC 36; Fortitude 35, Reflex 28, Will 29

Chapter 3: A Fighter's Path


Saving Throws +5 against fear effects
Speed 5
m +4 Dragonslayer Falchion (standard; at-will) ✦ Weapon
+26 vs. AC; 2d4 + 14 damage.
M Reaping Strike (standard; at-will) ✦ Martial, Weapon
+26 vs. AC; 2d4 + 14 damage. Miss: 6 damage.
M Exacting Strike (standard; encounter) ✦ Martial, Weapon
+32 vs. AC; 4d4 + 14 damage.
M Wyrm’s Tail (standard; encounter) ✦ Martial, Weapon
+26 vs. AC; 4d4 + 14 damage, and the target is pushed 2
squares and dazed until the end of Trakosar’s next turn.
M Jormungand’s Assault (standard; part of a charge; daily)
✦ Martial, Weapon
+26 vs. AC; 2d4 + 14 damage, and Trakosar pushes the
target 1 square and shifts into the space that the target
vacated, and makes a secondary attack against the same
target. Secondary Attack: +24 vs. AC; 4d4 +14 damage, the
target is dazed until the end of Trakosar’s next turn, and
Trakosar pushes the target 1 square and shifts into the
space that the target vacated, and makes a tertiary attack
against the same target. Tertiary Attack: +22 vs. AC; 6d4 +
14 damage, and the target is knocked prone.
Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; the target is pushed 1 square back and
takes a -2 penalty to attack rolls (save ends).
Iron Warrior (minor; daily) ✦ Healing, Martial
Trakosar regains 2d6 + 4 hit points. See the
D&D 4E Player’s Handbook.
Claudio Casini

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

Chapter 3: A Fighter's Path


restrained, slowed, stunned or weakened that a saving
Saving Throws +5 against charm effects, slow and immobilize throw can end, Gilriel automatically succeed on those
attempts saving throws at the first opportunity.
Speed 6 Fey Step (Movement; encounter) ✦ Teleportation
m +4 Duelist’s Longsword (standard; at-will) ✦ Weapon See the D&D 4E Player’s Handbook.
+23 vs. AC; 1d8 + 11 damage. Alignment Unaligned Languages Common, Elven
M Cleave (standard; at-will) ✦ Martial, Weapon Skills Arcana +20, Stealth +24
+23 vs. AC; 1d8 + 11 damage. See the D&D 4E Player’s Str 17 (+12) Dex 21 (+14) Wis 12 (+10)
Handbook. Con 14 (+11) Int 19 (+13) Cha 11 (+9)
C Surging Spear (minor; encounter) ✦ Arcane, Force, Equipment +4 elven feyleather battle armor, +4 lightning
Implement longsword, elven cloak +4, deflecting light shield (lvl 12),
Close Blast 3; +21 vs. Reflex; 3d6 + 13 force damage, and bralani swordsman boots (lvl 13)
Gilriel knocks the target prone. Rituals Animal Messenger, Commune with Nature, Enchant
Magic Item, Eye of Alarm
Claudio Casini

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)

Chapter 3: A Fighter's Path


makes a secondary attack against the same target. Con 14 (+9) Int 12 (+8) Cha 11 (+7)
Secondary Attack: +20 vs. Fortitude; 2d6 + 10 damage. Equipment +3 brigantine*, +3 thunderburst musket, bracers of
R Smite the Reckless (immediate interrupt; encounter) ✦ the perfect shot (lvl 13), gloves of piercing (lvl 3)
Martial, Weapon *New armor described in Chapter 5: a Fighter’s Tools.
Alberto Bontempi

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

Infallible Thrower Path Features


your damage roll equal to your Constitution modifier.
Weapon: If you attack with a thrown hammer, your tar-
Experienced Thrower (11th level): When you get is stunned until the end of your next turn.
make a ranged attack with a heavy thrown weapon,
both your normal range and your long range increase Draatha Koraxir,
by a number of squares equal to your Strength modi-
fier (minimum 1).
Infallible Thrower
Chapter 3: A Fighter's Path

Occupation: Draatha is a young and mighty


Thrower’s Action (11th level): When you spend dragonborn. She grew up among the outlaws who
an action point to take an extra action, you also add half killed her kin. They posed as her benefactors and
your level to the damage dealt with any ranged attack turned her into a skilled fighter specialized in heavy
you make in that turn with a heavy thrown weapon. thrown weapons. The simpleminded dragonborn was
Versatile Defense (11th level): You gain a +1 deceived and her skills were exploited for a long time;
bonus to AC when wielding a heavy thrown weapon in when an adventuring party finally defeated the band
your off-hand. of outlaws and showed her that she has been duped,
Ringing Impact (16th level): If you’re wielding Draatha thought the only way to make amends for
a heavy thrown weapon and make a ranged attack, you her sins was forfeiting her life. The heroes’ timely
score a critical hit with on a roll of 19-20. intervention stopped her at the last moment, and
they offered her a place in their party. Draatha gladly
Infallible Thrower Exploits accepted their offer, and since then she has cared only
about protecting her new family.
p Bouncing Strike Infallible Thrower Attack 11 Physical Description: Draatha is a squat dragon-
The weapon you throw traces a wide arc and hits a second born with thin ochre scales and eyes as black as opals.
target. Her head is round and surrounded by a crown of quills
Encounter ✦ Martial, Weapon vaguely reminiscent of wild, unkempt hair.
Standard Action Ranged weapon Attributes and Skills: Draatha is strong and
Requirement: You must be wielding a heavy thrown blade. stout, but she is also swift and forceful; unfortunately,
Primary Target: One creature she is not very bright, and her education leaves a lot to
Attack: Strength vs. AC be desired.
Hit: 2[W] + Strength modifier damage. Make a secondary Values and Motivations: Realizing her former
attack. companions had duped her for a long time, Draatha
Secondary Target: Another creature within 5 squares of the has pledged her loyalty to the adventurers who opened
primary target her eyes.
Secondary Attack: Strength vs. Reflex Behavior: Despite longing for acceptance,
Hit: 1[W] + Strength modifier damage. Draatha often acts improperly and gives in to excess.
Useful Knowledge: Draatha does not have any
p Deceptive Trajectory Infallible Thrower Utility 12 specific useful knowledge.
You know how to move to hinder your enemy’s targeting. Mannerisms: Draatha smiles cheerfully when she
Encounter ✦ Martial is happy, especially when someone acts friendly toward
Immediate Interrupt Personal her. When she is angry, though, her face becomes a
Trigger: You are hit by a ranged attack. frightful mask and the quills around her neck grow
Effect: You do not take any damage from the attack that just threateningly high.
hit you.

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.

Chapter 3: A Fighter's Path


Secondary Attack: +17 vs. Reflex; 1d6 + 10 damage.
M Troll’s Double Claws (standard; sustain standard; encounter)
✦ Healing, Martial, Weapon
Requires two melee weapons; +17 vs. AC, two attacks
against one creature; 1d6 + 10 damage, and Draatha gains
regeneration 3 until the end of her next turn. Sustain
Standard: Draatha attacks again. She cannot sustain this
power for more than 3 times or if she does not hit the
target with both weapons.
R Roaring Hammer’s Slam (standard; daily) ✦ Martial,
Thunder, Weapon
Requires a hammer or a mace; range 5/10; +17 vs. AC, 2d6
+ 10 thunder damage, and the target is deafened until
Draatha’s next turn. Draatha makes a secondary attack
against each creature adjacent to the primary target.
Secondary Attack: +17 vs. Fortitude; 1d6 + 10 thunder
damage, and the target is deafened until the end of
Draatha’s next turn.
Fortunate Deflection (immediate interrupt; daily) ✦ Martial
Melee weapon; an ally adjacent to Draatha is hit by a
melee attack; Draatha makes a melee attack roll,
and the ally can use that attack’s result
instead of its AC against the enemy
attack.
Resist Toxic Fumes (immediate interrupt;
sustain minor; daily) ✦ Martial
Draatha is hit by an attack that deals
acid or poison damage; Draatha gains
resist acid 13 or resist poison 13 until
the end of her next turn. The type of
damage is the same type of the attack
Simone Delladio

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.

Chapter 3: A Fighter's Path


Diplomacy +17, History +14
M Tide of Iron (standard; at-will) ✦ Martial, Weapon Str 20 (+13) Dex 12 (+9) Wis 15 (+10)
Requires a shield; +22 vs. AC; 1d8 + 12 damage. See the Con 15 (+10) Int 11 (+8) Cha 17 (+11)
D&D 4E Player’s Handbook. Equipment +3 martial prowess plate armor, +3 lance, lone rider
M Hippogriff’s Mark (standard; encounter) ✦ Martial, Weapon heavy shield (lvl 14)
Maichol Quinto

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

Lord of Chains Path Features


takes damage equal to 1[W] + your Strength modifier.

Whipping Action (11th level): When you wield Blasphaor Xalivem,


a spiked chain and spend an action point to take an
extra action, you also gain a +1 bonus to attack rolls,
Lord of Chains
Chapter 3: A Fighter's Path

Occupation: Blasphaor had to learn to fight from


damage rolls, AC, and Reflex defense until the start of the day that he was born. He was captured along with
your next turn. four brothers by an evil warlord who used them as
Whipping Defense (11th level): When you wield shock troops in many demanding and gruesome cam-
a spiked chain, you and your adjacent allies gain a +1 paigns. In spite of war’s many horrors and the other
bonus to AC and Reflex defense. mercenaries’ abuses, Blasphaor survived and learned to
Spiked Chain Opportunity (16th level): When use his spiked chain with deadly skill. He left the mer-
you wield a spiked chain, you can make opportunity cenary unit he used to serve in and joined an adven-
attacks against all enemies within the weapon’s reach. turing party, looking for fortune and wealth. He lived
happily for a while with his new companions, but one
Lord of Chains Exploits dark day, after a heated discussion, Blasphaor betrayed
them and ran away after killing a few of them. Now the
p Scorpion’s Harpoon Lord of Chains Attack 11 lord of chains fears the survivors’ revenge and hides in
You swing your spiked chain and then lash out suddenly. The a great city’s slums, working as a bounty hunter.
chain strikes like a scorpion’s sting and pulls the prey to you. Physical Description: Blasphaor is a massive
Encounter ✦ Martial, Reliable, Weapon tiefling. One of his frontal horns is broken, and his red
Standard Action Melee weapon eyes flash with a crimson light when he is angered. He
Requirement: You must be wielding a spiked chain. keeps his long and wispy beard braided.
Target: One creature Attributes and Skills: Blasphaor is brawny and
Attack: Strength vs. Reflex muscular, but he is also cunning and elusive.
Hit: 2[W] + Strength modifier damage, and you pull the Values and Motivations: This tiefling believes
target 1 square and knock it prone. that only the strongest survive, and he always acts on
his basest instincts.
r Steel Pattern Lord of Chains Utility 12 Behavior: Threatening and bullying, especially
As you swing your spiked chain over your head, you generate with the weak, Blasphaor does not hesitate to resort to
a slashing and bludgeoning barrier that repels anyone who violence. Sometimes, he lashes out for no reason at all,
dares to attack you. or at least none anyone else can understand.
Daily ✦ Martial Useful Knowledge: This tiefling knows the
Minor Action Personal metropolis’ underworld very well, as he often scours
Requirement: You must be wielding a spiked chain. the shadiest parts of the city looking for his prey; his
Effect: You gain cover until the end of your next turn. devious nature has also encouraged him to learn how to
Sustain Minor: You sustain the power, but you take a -2 use poisons.
penalty to attack rolls and your speed is reduced by 1
square for as long as you sustain 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.

Blasphaor Xalivem Level 17 Soldier


Medium natural humanoid, tiefling fighter XP 1,600
Initiative +10 Senses Perception +10; low-light vision
HP 154; Bloodied 77
AC 32; Fortitude 32, Reflex 27, Will 27
Saving Throws +1 against fear effects
Resistance 13 Fire
Speed 5
m +3 Lifedrinker Spiked Chain (standard; at-will) ✦
Weapon
+23 vs. AC (+24 against a bloodied target); 2d4 + 12
damage.

Chapter 3: A Fighter's Path


M Merciless Wound (standard; at-will) ✦ Martial, Weapon
Requires a flail, light blade, or pick; +23 vs. AC (+24 against
a bloodied target); 2d4 + 7 damage, and the target takes
ongoing 1 damage.
M Scorpion’s Harpoon (standard; encounter) ✦ Martial,
Reliable, Weapon
Requires spiked chain; +23 vs. Reflex (+24 against a
bloodied target); 4d4 + 12 damage, and the target is
pulled 1 square and knocked prone.
C Vorpal Tornado (standard; encounter) ✦ Martial,
Weapon
Close Burst 1; +23 vs. AC (+24 against a bloodied target);
2d4 + 12 damage. See the D&D 4E Player’s Handbook.
M Fatal Defensive Flaw (standard; daily) ✦ Martial, Weapon
+23 vs. AC, three attacks against one creature (+24 against
a bloodied target); 2d4 + 12 damage, and the target takes
a -2 stacking penalty to AC and Reflex defense for each
attack that hits until the end of Blasphaor’s next turn.
Surprise Step (immediate reaction; encounter) ✦ Martial
See the D&D 4E Player’s Handbook.
Steel Pattern (minor; sustain minor; encounter) ✦ Martial
Requires a spiked chain; Blasphaor gains cover until the
end of his next turn. Sustain Minor: Blasphaor sustains the
power, but he takes a -2 penalty to attack rolls and his
speed is reduced by 1 square for as long as he sustains it.
Infernal Wrath (minor; encounter)
Blasphaor deals 1 extra damage. See the D&D 4E Player’s
Handbook.
Alignment Chaotic Evil Languages Common, Abyssal
Skills Intimidate +14, Streetwise +14
Str 20 (+13) Dex 13 (+9) Wis 14 (+10)
Con 18 (+12) Int 14 (+10) Cha 13 (+9)
Andrea Vivaldo

Equipment +3 trollskin scale armor, +3 lifedrinking spiked chain

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

the gods have chosen her to find the crown of mar-


Relic Bearer (11th level): Choose a melee tyrdom, a long-lost relic; the reason for this belief is a
weapon. You can use that weapon as if it were a holy circlet-shaped birth mark she has on her breast, right
symbol when you cast your prayers. above the heart. When a Steel Prophet (the member of
Rightful Aegis (11th level): When you spend a brotherhood described in Chapter 6: Organizations)
an action point to take an extra action, you also gain a approached her, impressed with her moral strength and
bonus to AC and Will defense equal to your Wisdom virtue, Katrien joined their cause, believing the organi-
modifier until the start of your next turn. zation shared her desire to find the holy relic. In spite
Pious Bulwark (16th level): Once per day, you of her personal charisma, this fighter does not care
can use the divine fortune or turn undead cleric power. about temporal power, nor does she intend to gather
followers to found her own holy order.
Pilgrim Fighter Prayers Physical Description: Katrien is a small but
beautiful woman. Her long black hair is covered with
p Burden of Faith Pilgrim Fighter Attack 11 an elegant helmet and her dark eyes shine with dedica-
You whisper an orison against your foe; it soon realizes it will tion and feeling. She wears the many relics she found
not easily elude your faith’s tenets. during her adventures: a phylactery hangs from her
Encounter ✦ Divine, Implement neck, a saint’s cameo has been set on her shield and she
Standard Action Ranged 5 keeps a necklace of prayer beads wrapped tight around
Target: One creature her sword’s hilt.
Attack: Wisdom vs. Will Attributes and Skills: Katrien is very attractive,
Hit: 3d10 + Wisdom modifier damage, and the target is but her extraordinary stubbornness has gotten her into
marked until the end of your next turn. trouble more than once.
Values and Motivations: This fighter sincerely
r Aegis of Sacrifice Pilgrim Fighter Utility 12 supports those who oppose evil in all its forms and is
Through great sacrifices you can gain equally significant looking for a trusted adventuring party willing to assist
benefits. her in her god-given holy quest.
Daily ✦ Divine Behavior: Katrien has a commanding temper,
Minor Action Ranged 5 sometimes to the point of being tyrannical. She be-
Target: You or one ally lieves she is always acting for the best, but she would
Effect: Spend a healing surge as a free action; you do not re- surely feel ashamed and hurt if someone remarked on
gain any hit points, but you or one ally gains a +5 power her lack of faith in others.
bonus to all defenses until the end of your next turn.

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,

Chapter 3: A Fighter's Path


Weapon
+19 vs. AC; 3d8 + 10 damage. See the D&D 4E Player’s
Handbook.
C Shift the Battlefield (standard; daily) ✦ Martial, Weapon
Close Burst 1; +19 vs. AC; 2d8 + 10 damage. See the D&D
4E Player’s Handbook.
Aegis of Sacrifice (minor; encounter) ✦ Divine
Range 5; Katrien or one ally; Katrien takes 13 damage. The
target gains a +5 power bonus to all defenses until the end
of Katrien’s next turn.
Resist Tortured Senses (immediate interruption; daily) ✦
Martial
Katrien gains resist radiant or thunder 11 until the start
of her next turn. The type of damage is the same of the
attack that hit her. If the attack inflicts a blinded, dazed,
deafened, or stunned condition that a save can end,
Useful Knowledge: Although she is not a cleric, Katrien automatically succeeds on her first save against
Katrien has extensive knowledge of the customs, mys- that condition.
teries, and tenets of many religious cults. Alignment Good Languages Common, Dwarven
Mannerisms: Katrien often looks to the sky, as if Skills Endurance +12, Heal +15, Religion +12
she were looking for the answer to a question she dares Str 19 (+10) Dex 11 (+6) Wis 19 (+10)
not ask. Her soul burns with holy fervor each time she Con 13 (+7) Int 12 (+7) Cha 14 (+8)
thinks she is making progress on her lifelong quest. Equipment +2 heroic chainmail, +3 longsword, helm of heroes
Origins: Katrien has selected the predestined’s (lvl 10), heavy shield of defiance (lvl 8)
origin (see Chapter 1: A Fighter’s Role). Once per day,
she can reroll a saving throw she has just failed.
Emiliano Petrozzi

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

siege to her clan’s fortress, Agnek felt the urge to wield


gain a +2 bonus to all defenses until the start of your a shield and a warhammer.
next turn. Physical Description: Agnek could be an aston-
Ultimate Bulwark (16th level): When you are ishingly beautiful dwarf, if only she cared more about
subject to forced movement (push, pull, or slide), sub- her appearance. Her brown hair fall down her back in
tract your Constitution modifier from the number of orderly braids. She has an iron gaze and her voice is
squares you have to move. This benefit’s effect does not stern, but she often grows melancholy when she thinks
stack with the Stand Your Ground racial trait. of her lost love.
Attributes and Skills: Agnek is an irreprehensible
Tunnel Defender Exploits and altruistic soul. Still, these merits fade away as soon
as she faces her sworn enemies, the goblins, leaving her
p Crushing Impact Tunnel Defender Attack 11 cold and savage.
You deal your foe such a devastating blow that not even its Values and Motivations: This dwarf has chosen
armor can withstand your power. the tunnel defender’s path because she still cannot
Encounter ✦ Martial, Weapon accept that her companion is gone; thus, she tries to fill
Standard Action Melee weapon the void in her heart by protecting others’ loved ones.
Target: One creature Behavior: Agnek constantly strives not to show
Attack: Strength vs. AC any sign of femininity, but the sweet and caring person
Hit: 2[W] + Strength modifier damage, and the target takes she used to be sometimes betrays her.
a penalty to AC equal to your Strength modifier until the Useful Knowledge: This dwarf knows her clan’s
end of your next turn. fortress and its defenses like the back of her hand.
Weapon: If you’re wielding a hammer, the target is dazed Recently, she was also forced to learn about the goblins’
until the end of your next turn. customs and military strategies to better fight her
sworn enemies.
r March of Ruin Tunnel Defender Utility 12 Mannerisms: Agnek is a gruff dwarf. When she
You relentlessly gain ground and drive the enemy before you. learns to care about someone, though, she becomes
Daily ✦ Martial, Weapon very protective of her new friends, even mothering –or
Move Action Personal smothering– them.
Effect: Shift to an adjacent square. If the square you shift to Origins: Agnek has selected the recruit’s origin
is occupied by a creature, you can push that creature 1 (see Chapter 1: A Fighter’s Role). She adds Insight and
square. The pushed creature takes a -2 penalty to all attack Perception to her class skills list, and she gains a +1
rolls and damage rolls until the end of your next turn. bonus to Insight and Perception checks.

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)

Chapter 3: A Fighter's Path


Alberto Bontempi

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).

Ultimate Duelist Path Features Camwaith,


Combat Sense (11th level): You do not grant
combat advantage to your enemies during a surprise
Ultimate Duelist
Occupation: Camwaith studied under one of
round and you gain a +2 bonus to initiative checks.
Chapter 3: A Fighter's Path

the greatest fencing masters of all time. This half-elf


Duelist’s Action (11th level): When you spend is rumored to have gained permission to study at her
an action point to take an extra action, you can shift a master’s feet when she impressed him during a fight.
number of squares equal to your Dexterity modifier Although other more malicious rumors say that she
before or after taking the extra action. obtained his help through seduction, Camwaith unde-
Lightning Reaction (16th level): When you niably remains an extraordinary duelist, blessed with
spend an action point to take an extra action, you also an unequalled technique.
gain a +2 bonus to Reflex defense and your speed Physical Description: Camwaith has a lean, agile
increases by 2 until the end of the encounter. body, whose curves are outlined by the tight leather
armor she wears. Her honey hair is cut short and gives
Ultimate Duelist Exploits her a roguish air.
Attributes and Skills: Camwaith is skillful and
p Weapon Key Ultimate Duelist Attack 11 curious. Thanks to constant practice, she is always in
You perform an extraordinary fencing move that leaves your peak physical condition.
enemy breathless and then entraps it. Values and Motivations: Camwaith likes dueling
Encounter ✦ Martial, Weapon to constantly push herself beyond her limits. She has
Standard Action Melee weapon no particular moral imperatives, and she often goes
Requirement: You must be wielding a light blade. adventuring just to have the opportunity to travel.
Target: One creature Behavior: Camwaith likes to pretend she is weak
Attack: Strength vs. Reflex, two attacks and helpless, a deception quickly abandoned once her
Hit: 1[W] + Strength modifier damage per attack. If one rapier is in hand.
attack hits, the target is dazed (save ends). If both Useful Knowledge: Camwaith knows many
attacks hit the same targets, it is dazed (save ends) and adventurers, including famous fencers and weapon
restrained until the start of your next turn. masters.
Mannerisms: This half-elf likes to mock her foes
p Cobra’s Hypnotic Feint Ultimate Duelist Utility 12 in combat to make them lose their tempers and lower
You dodge an incoming blow with inhuman swiftness and their guards.
escape your target’s grasp, leaving it astonished. Origins: Camwaith has selected the wanderer’s
Encounter ✦ Martial origin (see Chapter 1: A Fighter’s Role). She knows
Immediate Interrupt Personal an additional language (Goblin), she adds Nature to
Trigger: You are immobilized, restrained, or slowed her class skills list, and she gains a +1 bonus to Nature
Effect: End the above conditions that afflict you and gain a checks.
+2 power bonus to AC and Reflex defense until the end
of your next turn.

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

Chapter 3: A Fighter's Path


(save ends); if both attacks hit the same target, it is dazed
(save ends) and restrained until the end of Camwaith’s
next turn.
C Thicket of Blade (standard; daily) ✦ Martial, Reliable,
Weapon
Close Burst 1; +18 vs. AC; 3d8 + 9 damage. See the D&D 4E
Player’s Handbook.
Cobra’s Hypnotic Feint (immediate interrupt; encounter) ✦
Marziale
Camwaith is immobilized, restrained or slowed; Camwaith
ends these conditions and gains a +2 power bonus to AC
and to Reflex defense until the end of her next turn.
Last Ditch Evasion (immediate interrupt; daily) ✦ Martial
See the D&D 4E Player’s Handbook.
Alignment Unaligned Languages Common, Dwarven,
Elven, Goblin
Skills Athletics +14, Nature +13
Str 17 (+9) Dex 19 (+10) Wis 12 (+7)
Con 16 (+9) Int 13 (+7) Cha 13 (+7)
Equipment +3 sylvan leather armor, +3 duelist’s rapier, sheath
of the weapon champion (lvl 9), bracers of defense (lvl 7),
boots of striding
Emiliano Petrozzi

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.

Warrior Avatar Spells Nymotalia,


Warrior Avatar
p Weaken Spirit Warrior Avatar Attack 11 Occupation: Nymotalia was raised by a cruel
As you clench your fist, you can almost grasp your enemy’s warlock to become the champion of an orc tribe. The
soul and feel its defenses fading. warlock found the tiefling when she was still a toddler
Encounter ✦ Arcane, Implement and he considered her a sign of benevolence from the
Standard Action Ranged 10 otherworldly entities he worshipped. Nymotalia grew
Target: One creature up as a prisoner and had to endure countless vexa-
Attack: Charisma vs. Will tions from the warlock, who wanted to make a merci-
Hit: 1d10 + Constitution modifier damage, and the target less fighter out of her, and who also initiated her to the
gains vulnerability 5 to all attacks until the end of your arcane mysteries of his infernal pact. At last unable to
next turn. tolerate this mistreatment, Nymotalia killed her tutor
and claimed command of the tribe. Now she leads the
orcs in their raids against frontier settlements.
Physical Description: Nymotalia is a tall, muscu-
lar figure. Her eyes are as black as ink, just like her hair.
Her body is covered with tribal tattoos and piercing,
but in battle she wears a grim suit of chainmail that
covers most of them.

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.

Chapter 3: A Fighter's Path


R Weaken Spirit (standard; encounter) ✦ Arcane, Implement
Ranged 10; +21 vs. Will (+22 against a bloodied target);
1d10 + 9 damage, and the target gains vulnerability 5 to
all attacks until the end of Nymotalia’s next turn.
M A Thousand Sparks (standard; daily) ✦ Lightning,
Martial, Weapon
Requires an axe, hammer, heavy blade, or mace; +24 vs.
AC (+25 against a bloodied target); 4d10 + 12 lightning
damage, and each creature within close burst 1 from
the primary target takes 5 lightning damage. Miss: Half
damage, and each creature within close burst 1 from the
primary target takes 5 lightning damage.
Guardian Entity’s Spite (immediate reaction; daily) ✦
Arcane, Healing
Nymotalia takes damage from a melee attack; the creature
who hit Nymotalia takes ongoing 5 damage and is dazed
(save ends both). Nymotalia can spend a healing surge
and add 5 to the hit points she regains.
Prepare to Assault (minor; daily) ✦ Martial
Nymotalia spends a healing surge; she does not regain any
hit points, but she gains 2d6 + 5 temporary hit points and
resist 2 to all damage until the end of the encounter.
Infernal Wrath (minor; encounter)
Nymotalia deals 5 extra damage. See the D&D 4E Player’s
Handbook.
Alignment Evil Languages Common, Abyssal
Skills Arcana +15, Intimidate +19
Str 21 (+14) Dex 12 (+10) Wis 13 (+10)
Con 14 (+11) Int 13 (+10) Cha 21 (+14)
Equipment +4 magic-hungry chainmail, +3 berserker
greatsword, belt of vigor (lvl 12)
Rituals Magic Circle, Phantom Steed, View Location
Emiliano Petrozzi

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.

Chapter 3: A Fighter's Path


Secondary Attack: A creature within 5 squares of the
primary target that Lamya can see; +15 vs. Will; the target
is blinded until the end of Lamya’s next turn.
C Thicket of Blades (standard; daily) ✦ Martial, Reliable,
Weapon
Close Burst 1; +17 vs. AC; 3d8 + 9 damage. See the D&D 4E
Player’s Handbook.
Last Ditch Evasion (immediate interrupt; daily) ✦ Martial
See the D&D 4E Player’s Handbook.
Rattlesnake’s Deception (immediate interrupt; daily) ✦
Martial, Weapon
An adjacent enemy targets Lamya with an attack; Lamya
switches place with the enemy that triggered this power.
In addition, that enemy grants combat advantage to
Lamya until the end of Lamya’s next turn; if Lamya wields
a scimitar or a falchion, that enemy cannot shift until the
end of Lamya’s next turn.
Nimble Reaction
See the D&D 4E Player’s Handbook.
Second Chance
See the D&D 4E Player’s Handbook.
Alignment Unaligned Languages Common, Elven,
Primordial
Skills Acrobatics +16, Athletics +14
Str 19 (+10) Dex 19 (+10) Wis 14 (+8)
Con 13 (+7) Int 12 (+7) Cha 13 (+7)
Equipment +2 barkskin armor, +2 flaming scimitar, acrobat
boots
Simone Delladio

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.”

80
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

Chapter 4: A Fighter's Feat


groups
Impervious Chain Training with chainmail +2 bonus to AC against some melee weapon
groups
Indomitable Courage – +2 bonus to saves against charm and fear
effects
Insightful Counterattack Wis 13, half-elf Add Wis modifier when you make
opportunity attacks
Isolating Shield Fighter, Shield Proficiency (Heavy) Gain resist fire and resist cold with heavy
shields
Pierce Armor Fighter +1 bonus to attack rolls and damage rolls
against a foe wearing heavy armor
Point-Blank Shooter Dex 13, proficient with dueling pistols or Add your Dex modifier to the maximum
muskets range that grants you the benefits of the
point-blank property
Refractory Shield Fighter, Shield Proficiency (Heavy) Gain resist acid and resist lightning with
heavy shield
Rest in Armor Trained in Endurance, trained with armor You can rest while in your armor
(any)
Ritual Warrior Wis 15, fighter, Combat Superiority class Allows you to master and perform martial
feature rituals
Shield Proficiency Str 13, Dex 13, Shield Proficiency (Light) Proficiency with bucklers
(Buckler)
Shield Proficiency Str 17, Shield Proficiency (Heavy) Proficiency with tower shields
(Tower)
Steady Hand Str 15 +1 bonus to attack rolls and damage rolls
made with weapons with the heavy thrown
property
Tight Grab Str 15 +3 bonus to Strength checks to grab a
creature
Tight Scale Training with scale armor +2 bonus to AC against some melee weapon
groups

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

A fighter resting in his armor is always ready for battle.

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

Chapter 4: A Fighter's Feat


benefit from this feat. an encounter attack power you have already used,
instead of taking an extra action.
Rest in Armor
Prerequisites: Training in Endurance, training Active Utility [Fighter]
with armor (any) Prerequisites: Wis 15, fighter
Benefit: You can take an extended rest wearing an Benefit: You can spend an action point to regain
armor you have been trained with, and you do not take an encounter utility power you have already used,
any negative condition for that (see Resting in Armor instead of taking an extra action.
in Chapter 5: A Fighter’s Tools).
Blade Guard
Ritual Warrior [Fighter] Prerequisites: Str 15, Dex 17
Prerequisites: Wis 15, fighter, Combat Superiority Benefit: If one of your melee attacks with a light
class feature blade or a heavy blade misses and that attack would
Benefit: You can master and perform martial ritu- usually deal no damage in case of a miss, you gain a +2
als of your level or lower. feat bonus to AC until the end of your next turn.
See Chapter 2: A Fighter’s Power for more infor-
mation about acquiring, mastering, and performing Bralani Fencing [Eladrin]
martial rituals. Prerequisites: Eladrin, fey step racial power
Benefit: When you use your fey step power, you
Shield Proficiency (Buckler) gain a +2 bonus to attack rolls made with a longsword
Prerequisites: Str 13, Dex 13, Shield Proficiency or with any spear until the end of your next turn.
(Light)
Benefit: You gain proficiency with bucklers. Cautious Outflanking
Prerequisite: Dex 15
Shield Proficiency (Tower) Benefit: You gain a +3 bonus to AC against oppor-
Prerequisites: Str 17, Shield Proficiency (Heavy) tunity attacks provoked by your move actions.
Benefit: You gain proficiency with tower shields.
Chain Impact
Steady Hand Prerequisites: Con 15, Impervious Chain
Prerequisite: Str 15 Benefit: When you are hit by a melee attack dealt
Benefit: You gain a +1 bonus to attack and with hammers, maces, staves, or unarmed attacks, you
damage rolls when you make a ranged attack using a can spend a healing surge as an immediate reaction.
weapon with the heavy thrown property, if you did not You do not regain any hit points, but the foe that at-
move since the end of your last turn. tacked you is weakened until the end of your next turn.
Special: You must wear chainmail to benefit from
this feat.

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

mage reduction against missed area or close


attacks
Fiery Burst Proficient with dueling pistols or muskets Score a critical hit with a dueling pistol or a
musket to deal fire damage in close blast 3
Grappling Mobility Str 19, Improved Grab +2 bonus to attack rolls to pull a grabbed
target, and you do not provoke opportunity
attacks
Light Shield Focus Shield Specialization +2 bonus to Reflex defense against a single
foe’s attacks
Plate Backlash Str 17, Hardened Plate Spend a healing surge to daze a foe that hit
you
Quick Firearm Reload Dex 17, proficient with dueling pistols or Reduce the time required to reload your
muskets firearms
Recovering Surge Fighter Spend a healing surge to make a saving
throw
Ringing Impact Str 15, Con 17 Score a critical hit with a hammer or a mace
to deal a -2 penalty to your foe’s defenses
Side by Side – +1 bonus to AC and Reflex defense when you
are adjacent to an ally
Sliding Shaft Str 15, Wis 15 You can flank enemies within reach when
using a polearm
Stuck Among Scales Dex 15, Tight Scale Spend a healing surge to immobilize a foe
that hit you
Swift Executioner Dex 15 Deal a coup de grace as move action
Tearing Axes Str 17, Con 13 Score a critical hit with an axe to deal on-
going extra damage

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.

Chapter 4: A Fighter's Feat


Prerequisites: Fighter, Shield Specialization Special: You must have a light shield equipped to
Benefit: You gain the benefit of cover against benefit from this feat.
ranged attacks made from a range of 5 or more squares.
In addition, when an area or close attack against AC or
Reflex defense misses you but would deal damage in
case of a miss, you can subtract your shield bonus from
the damage you take.
Special: You must have a heavy shield equipped to
benefit from this feat.
Roberto Pitturru

Not even flames can penetrate a skillfully wielded shield.


87
Plate Backlash Tearing Axes
Prerequisites: Str 17, Hardened Plate Prerequisites: Str 17, Con 13
Benefit: When you are hit by a melee attack dealt Benefit: When you score a critical hit with any
with axes, heavy blades, light blades, or polearms, you type of axe, you also deal ongoing damage equal to
can spend a healing surge as an immediate reaction. your Strength modifier (save ends).
You do not regain any hit points, but the foe that at-
tacked you is dazed until the end of your next turn. Epic Tier Feats
Special: You must wear plate armor to benefit Any feat in the following section is available to a charac-
from this feat. ter of 21st level or higher who meets the prerequisites.

Quick Firearm Reload Active Offense Mastery [Fighter]


Prerequisites: Dex 17, proficiency with dueling Prerequisites: Wis 17, fighter, Active Offense
pistols or muskets Benefit: You can spend an action point to regain a
Benefit: You can reload a dueling pistol as a free daily attack power, instead of taking an extra action.
action instead of a minor action, and you can reload
a musket as a minor action, instead of a standard action. Active Utility Mastery [Fighter]
Prerequisites: Wis 17, fighter, Active Utility
Recovering Surge [Fighter] Benefit: You can spend an action point to regain a
Prerequisite: Fighter daily utility power, instead of taking an extra action.
Chapter 4: A Fighter's Feat

Benefit: Once per turn, you can spend a heal-


ing surge to reroll a saving throw you have just failed Additional Martial Action [Fighter]
against one of the following conditions that affect you Prerequisite: Fighter
and that a save can end: blinded, dazed, deafened, help- Benefit: You start with two action points instead
less, slowed, weakened. of one, but you can only use the second action point
to take an extra action that must be an attack with the
Ringing Impact weapon keyword.
Prerequisites: Str 15, Con 17 Special: After taking an extended rest, you lose
Benefit: When you score a critical hit with a any action point you did not use, but start with two
hammer or a mace, the target takes a -2 penalty to all new action points.
defenses until the start of your next turn.
Battle-Hardened [Fighter]
Side by Side Prerequisites: Con 17, fighter, Improved Second
Benefit: When you are adjacent to an ally, you gain Wind
a +1 feat bonus to AC and to Reflex defense. Benefit: You can use second wind twice per
encounter.
Sliding Shaft
Prerequisites: Str 15, Wis 15 Chain Mastery
Benefit: When you wield a polearm, you can flank all Prerequisite: Impervious Chain
enemies within reach, instead of only adjacent enemies. Benefit: You can spend an action point as im-
mediate reaction to reduce damage taken from a melee
Stuck Among Scales attack made with hammers, maces, staves, or unarmed
Prerequisites: Dex 15, Tight Scale attacks; you reduce an amount of damage equal to your
Benefit: When you are hit by a melee attack dealt chainmail’s bonus, instead of taking an extra action.
with flails, picks, or spears, you can spend a healing Special: You must wear chainmail to benefit from
surge as an immediate reaction. You do not regain any this feat.
hit points, but the foe that attacked you is immobilized
until the end of your next turn. Firearm Mastery
Special: You must wear a scale armor to benefit Prerequisites: Str 17, Dex 21, proficient with
from this feat. dueling pistols or muskets
Benefit: When you make a ranged attack with a
Swift Executioner pistol or a musket, you score a critical hit with a natural
Prerequisite: Dex 15 roll of 19 or 20.
Benefit: You can deal a coup de grace with a minor
action instead of a standard action, and you deal 1d10
extra damage.

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-

Chapter 4: A Fighter's Feat


class feature nity attack, the enemy can only take minor
actions
Mirroring Shield Str 19, fighter, Deflecting Shield Spend an action point to deal damage to a
foe when you take acid or lightning damage
Plate Mastery Hardened Plate Spend an action point to reduce damage
from some weapon groups
Recovery Mastery Fighter, Recovering Surge Spend a healing surge to make a saving
throw with a +2 bonus
Scale Mastery Tight Scale Spend an action point to reduce damage
from some weapon groups
Shield Mastery (Heavy) Str 19, Elusive Shield Spend an action point to ignore damage
from a melee attack
Shield Mastery (Light) Dex 17, Light Shield Focus You do not grant combat advantage when
prone or restrained

Grappling Mastery Mirroring Shield [Fighter]


Prerequisites: Str 21, Con 17, Grappling Mobility Prerequisites: Str 19, fighter, Deflecting Shield
Benefit: When you make a melee unarmed attack, Benefit: When you take damage from an attack
you score a critical hit on a natural roll of 19 or 20. with the acid or lightning keyword, you can spend an
action point as an immediate reaction; instead of taking
Mighty Grasp an extra action, you deal damage of the same type equal
Prerequisites: Str 21, Con 17 to half the damage you have taken to a target within 3
Benefit: You can attack with a two-handed weapon squares from you that you can see.
while holding it with only one hand. When you do so, Special: You must have a heavy shield equipped to
you take a -2 penalty to attack rolls. benefit from this feat.

Mighty Superiority [Fighter] Plate Mastery


Prerequisites: Str 21, Wis 17, fighter, Combat Prerequisite: Hardened Plate
Superiority class feature Benefit: You can spend an action point as an im-
Benefit: When you hit an enemy with an opportu- mediate reaction to reduce damage taken from a melee
nity attack and the enemy must end his movement, if attack made with axes, heavy blades, light blades, or
it was its movement that provoked the opportunity at- polearms; you reduce an amount of damage equal to
tack, the enemy will only be able to take minor actions your armor bonus, instead of taking an extra action.
until the end of your next turn. Special: You must wear plate armor to benefit
from this feat.

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.

Shield Mastery (Light)


Chapter 4: A Fighter's Feat

Prerequisites: Dex 17, Light Shield


Focus
Benefit: You do not grant combat advantage
when you are prone or restrained.
Special: You must have a light shield
equipped to benefit from this feat.

Shield Mastery (Heavy)


Prerequisites: Str 19, Elusive Shield
Benefit: When you are hit by a melee at-
tack, you can spend an action point as an imme-
diate reaction to ignore damage from the attack
that just hit you, instead of taking an extra action.
However, you are dazed and cannot benefit from
your shield until the end of your next turn.
A fighter cannot be easily outflanked; those who dare to Special: You must have a heavy shield
try will soon regret their audacity.
equipped 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

opportunity attack against a moving target


Umbral Charge Fighter, Pact Initiate, Powerful Charge Spend a healing surge to gain concealment
during a charge

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,

Dweomer Shielding Revealing Gleam [Multiclass Fighter]


Prerequisites: Fighter, Combat Challenge class
[Multiclass Fighter] feature, Astral Fire, Initiate of the Faith
Prerequisites: Int 15, fighter, Arcane Initiate Benefit: When you deal radiant damage to a foe,
Benefit: When you are targeted by an attack against you mark that foe and you can ignore penalties from
your Will defense, you can spend a healing surge as an concealment when attacking it until the end of your
immediate reaction; you do not regain any hit points, but next turn.
you use your AC instead of your Will defense.
Special: You must have a Stealthy Exploit [Multiclass Fighter]
shield equipped to benefit Prerequisites: Dex 15, fighter, Sneak of Shadows
from this feat. Benefit: When making an opportunity attack against
a moving target, you gain a +2 bonus to damage rolls.

Chapter 4: A Fighter's Feat


Umbral Charge [Multiclass Fighter]
Prerequisites: Fighter, Pact Initiate, Powerful
Charge
Benefit: When charging, you can use a healing surge
as a free action; you do not regain any hit points, but you
gain concealment until the end of your next turn.

A fighter cannot be easily outflanked;


those who dare to try will soon regret
their audacity.
Alberto Bontempi

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

Chapter 4: A Fighter's Feat


target you can see. The next time you attack that target
Those who can master this technique often become with a ranged weapon for which you have the Weapon
stuff of legends and tales. They are described as im- Focus feat, you gain a bonus to damage equal to your
mortal fighters that none can defeat. Masters of the se- Strength modifier. This bonus lasts until expended or
cret thaumaturgy technique know many extraordinary until the start of your next turn.
secrets and can endure virtually any wound.
Feats: Durable, Improved Second Wind, Toughness. STYLE OF THE UNERRING
Skills: Endurance, Heal.
Powers: unstoppable or boundless endurance, un-
BLADE
These fighters are convinced that the sword is
breakable, victorious surge. the ultimate weapon, the only one allowing a duelist
Benefits: When using a power that has a posi- to truly shine and to reach the peak of accuracy and
tive effect on your hit points (restoring lost hit points, finesse. Balance and grace are the foundations of this
granting temporary hit points, and so on) and whose school’s training, the keys that unlock its disciples’ vic-
effect depends your Constitution modifier, your Con- tory over other, cruder combatants.
stitution modifier is counted twice. In addition, when Feats: Weapon Focus (heavy blade or light blade),
making a saving throw against death, you get one step Blade Opportunist, Heavy Blade Opportunity or Light
closer to death only with a result of 9 or less, instead of Blade Opportunity.
a result of 10 or less. Skills: Thievery.
STYLE OF THE INVISIBLE Powers: readied thrust*, sure strike, spinning sweep,
precise strike, crack the shell, storm of blows.
WIND Benefits: You gain a +2 bonus from your Fighter
Followers of this sophisticated discipline learn a com- Weapon Talent feature instead of a +1 bonus.
bination of extremely swift and graceful attacks and
parries without renouncing to the sturdy protection of
heavy armor. Thanks to constant training in dodging,
feinting, and outflanking maneuvers, they can easily
avoid blows that would cut down any other combatant.
Feats: Cautious Outflanking*, Defensive Mobility,
Uncanny Dodge.
Skills: Acrobatics.
Powers: passing attack, sudden surge, wyvern’s out-
flanking*, into the fray or last ditch evasion.
Benefits: When you shift, you can shift 1 extra
square. In addition, if you move a number of squares
equal or lower than your Dexterity modifier, you do
not provoke opportunity attacks from enemies adjacent

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

Chapter 5: A Fighter's Tools


the saddle and the beast’s back, allowing for a bet-
ter transpiration. A four-legged beast with a traveling chest and belly, but sometimes it can cover even your
saddle can carry 50% extra weight instead of the usual thighs. Your arms and shoulders are not protected, but
25% extra weight. the encumbrance is limited. A chain shirt’s brass and
Weapon Safety Catch: The catch can be a iron rings are smaller and lighter than those of chain-
leather string (if you need to secure the weapon to mail; this armor provides a good level of protection
light armor) or a small steel chain (for heavy armor). without hindering your movements.
Although it does not prevent you from being dis- Field Plate: This armor covers virtually your en-
armed, the catch keeps your weapon from falling too tire body with a set of precisely fitted steel plates, usu-
far from your position, or worse, into your enemy’s ally worn on linen or woolen clothes and bound with
hands. Picking up a weapon protected with a weapon stripes and buckles. In those points where such a rigid
safety catch is a free action. armor would be a hindrance, such as behind your knee,
protection is ensured by steel mail made of jointed
rings. Field plate armor also includes a helmet, mittens,
gorget, front plate, cuisses, and greaves; these expensive
suits of armor are usually tailored for a specific wearer.

ARMOR AND SHIELDS


Armor Minimum
Leather Armor (Light) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Brigantine +4 — -1 — 35 20 lb.
Armor Minimum
Chainmail (Heavy) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Shirt +5 — — -1 40 30 lb.
Armor Minimum
Plate Armor (Heavy) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Field Plate +10 — -2 -2 120 60 lb.
Shield Minimum
Shields Bonus Enhancement Bonus Check Speed Price (gp) Weight
Buckler +1 — — — 5 3 lb.
Tower Shield +2 — -3 — 15 20 lb.

97
Toni Cittadini

A master smith’s forge is filled with weapons,


suits of armor and extraordinary items.
RESTING IN ARMOR guard to make it capable of withstanding enemy blows
This optional rule is meant to infuse greater realism and shielding the wielder’s hand.
in your games. The GM and the players can freely Dueling Pistol: A one-handed firearm, the dueling
choose whether to use it or not, without significantly pistol is handier than a musket, but also less powerful
altering game balance and mechanics. and reliable. It is especially sought after by duelists,
Donning armor always requires at least 5 min- nobles, and all those who wish to impress their foes.
utes (see the D&D 4E Player’s Handbook). As such, Flamberge: A mighty two-handed greatsword
a character cannot always afford to rest without with a wavy blade; it is not as accurate as most melee
protection. When you take an extended rest in your weapons, but it can deal massive damage.
armor you grow weary, your movements are hin- Incendiary Shell: A small, compact package of
dered and your attacks are weaker. You are slowed leather and cloth filled with a gunpowder charge. It
and weakened, and you also take a penalty to initia- can be easily thrown after lighting the fuse, but only an
tive checks and to Reflex defense equal to the skill experienced artillerist will know how to get out of the
check penalty imposed by the armor, until you take way of the resulting explosion.
an extended rest without wearing your armor. Kilij: A mix between a scimitar and a thick machete,
You cannot rest wielding a shield, except for a the kilij is often wielded by savage fighters to cut a path
buckler. through the woods or to deal short but powerful swings.
Knight’s Mace: A knight’s mace is lighter than
that of a foot soldier and it has an elongated shape,

Chapter 5: A Fighter's Tools


almost like a club. A weight under the hilt keeps the
SHIELD TYPES weapon balanced. If used in a charge, it maximizes the
Buckler: This small shield is tied to a combat- mount’s speed and momentum.
ant’s arm, so that he can keep his hands free. In this Lance: This lance’s structure is sturdy and
way, the shield’s bearer can use a versatile two-handed resilient, as it must endure the blows and impacts of
weapon and maintain his shield bonus to AC and Re- mounted combat. If used in a charge, it becomes a
flexes, although you will only benefit from this bonus much more effective weapon.
against one enemy of your choice. At the start of your Musket: This long gun, made from wood and
turn, you can use a free action to choose the enemy metal, is the result of human and dwarven ingenuity.
you will be using your shield bonus against, until the Although it is not very precise or reliable, especially at
start of your next turn. a long range, the power of the projectiles it shoots can
Tower Shield: This rectangular shield is huge pierce even the sturdiest armor and shield.
and can cover its wielder for his entire height. When Musket Bayonet: A light blade that can be
wielding a tower shield, you can use a minor action attached to a musket’s barrel, the bayonet allows a
to gain cover against ranged attacks until the start of shooter to engage foes in a melee.
your next turn. Poleaxe: A poleaxe is similar to a halberd, but it
is heavier and it requires specific training to wield cor-

WEAPONS Firearms in your campaign


Including firearms in your campaign can be enjoyable,
Sometimes, nothing is more effective than a weapon. but you should be careful. First, do not forget that the
This is particularly true for fighters, sworn to protect adventurers inhabit a fantasy world filled with fantas-
their companions and to cut down as many enemies tic creatures, magic swords, and sinister curses. There
as possible; simply wielding a weapon might not be is nothing mysterious in a blazing gun, and fighting
enough to make a martial hero out of a fighter, but it is from the second line armed with a rifle may seem un-
certainly a prerequisite! heroic. Some GMs, on the other hand, like to introduce
The new weapons described below feature extraor- a few historical features in their games, and others use
dinary properties and can be useful in many moments a mix of different genres, merging magic with technol-
of crisis. ogy. If you like renaissance, gothic, steampunk, or gas-
NEW WEAPONS light fantasy settings, the firearms introduced in The
Quintessential Fighter will be invaluable to you. If your
Arbalest: Designed to increase its bolt’s impact, this campaign is a more traditional sword and sorcery or
assault crossbow includes a pedal to reload. It can pierce high fantasy, you can ignore the pistols and muskets
even the thickest armor and deal excruciating wounds. presented here or use them in unusual, unpredictable
Basket Sword: The basket sword is one of the ways, perhaps as the signature weapon of a unique
most elaborate and elegant heavy blades. It is similar NPC or the products of a monster race.
to a longsword, but it has a cage hilt and a reinforced

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).

MILITARY MELEE WEAPON


One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Basket Sword +3 1d8 – 25 gp 4 lb. Heavy blade Parrying

Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Flamberge +2 2d6 – 40 gp 10 lb. Heavy blade Tearing 2

SUPERIOR MELEE WEAPONS


One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Lance +2 1d8 – 25 gp 12 lb. Spear Equestrian
Sword Gauntlet +3 1d6 – 20 gp 4 lb. Light blade High crit, off-hand, parrying

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).

Chapter 5: A Fighter's Tools


IMPROVISED MELEE WEAPONS
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Mug* n/a 1d4 – – 1 lb. None –
Lantern n/a 1d6 – – 2 lb. None –
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Barrel (empty) n/a 1d10 – – 10 lb. None –
Barrel (full) n/a 1d12 – – 40 lb. None –
Chair* n/a 1d8 – – 6 lb. None –
Table n/a 2d4 – – 20 lb. None –
*These improvised weapons become unusable as soon as they deal maximum damage with an attack, or at the end
of the encounter.

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

SUPERIOR RANGED WEAPONS


One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Dueling Pistol n/a 1d10 10/20 100 gp 2 lb. Firearm High crit, piercing 1, point-blank
Incendiary Shell n/a 1d8* 6/12 80 gp 1 lb. Firearm Tearing 2

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

3 Sentinel +1 640 Chain


8 Sentinel +2 3,400 Chain Property: Resist fire 10.
12 Savage +3 13,000 Hide, Scale Level 24 or 29: Resist fire 15.
13 Magic-Hungry +3 17,000 Any This armor does not inflict any penalty to checks or speed.
13 Mobility +3 17,000 Chain, Plate, Scale Power (Daily ✦ Teleportation): Move Action. Teleport 5
13 Sentinel +3 17,000 Chain squares. All enemies adjacent to the square you vacated
13 Tunnel Defender +3 17,000 Plate take 1d8 cold damage.
15 Martial Prowess +3 25,000 Chain, Plate, Scale Level 24 or 29: 2d8 cold damage, and any creature injured
17 Savage +4 65,000 Hide, Scale by this power is slowed until the end of your next turn.
18 Magic-Hungry +4 85,000 Any
18 Mobility +4 85,000 Chain, Plate, Scale Magic-Hungry Armor Level 13+
18 Sentinel +4 85,000 Chain This armor is decorated with glyphs and runes that depict the
18 Tunnel Defender +4 85,000 Plate annihilation of arcane magic.
19 Ghaele +4 105,000 Chain Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
20 Martial Prowess +4 125,000 Chain, Plate, Scale Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
22 Savage +5 325,000 Hide, Scale Armor: Any
23 Magic-Hungry +5 425,000 Any Enhancement: AC
23 Mobility +5 425,000 Chain, Plate, Scale Power (Daily): Minor Action. Gain a +2 power bonus to
23 Sentinel +5 425,000 Chain Fortitude and Reflex defense against attacks with the
23 Tunnel Defender +5 425,000 Plate arcane keyword until the end of the encounter.
24 Ghaele +5 525,000 Chain Level 23 or 28: +4 power bonus.
25 Immortal Warrior +5 625,000 Plate
25 Martial Prowess +5 625,000 Chain, Plate, Scale Martial Prowess Armor Level 15+
27 Savage +6 1,625,000 Hide, Scale This battle armor allows you to perform exalted deeds without
28 Magic-Hungry +6 2,125,000 Any hesitation.
28 Mobility +6 2,125,000 Chain, Plate, Scale Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
28 Sentinel +6 2,125,000 Chain Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
28 Tunnel Defender +6 2,125,000 Plate
Armor: Chain, plate, scale
29 Ghaele +6 2,625,000 Mail
Enhancement: AC
30 Immortal Warrior +6 3,125,000 Plate
Power (Daily): Immediate Reaction. You can use this power
30 Martial Prowess +6 3,125,000 Chain, Plate, Scale
when you are dazed, helpless, or weakened. Spend
a healing surge to immediately make a saving throw
against one condition affecting you.
Power (Daily): Minor Action. Gain a +2 power bonus to the
next melee attack roll you make in this turn.

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.

Savage Armor Level 12+


When you are seriously wounded, this armor allows you to
react with savage fury to enemy attacks.
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Armor: Hide, scale
Enhancement: AC
Property: When bloodied, you gain a bonus to Fortitude

Chapter 5: A Fighter's Tools


defense equal to the armor’s enhancement bonus.
Power (Encounter): Immediate Reaction. When hit by a me-
lee attack that makes you bloodied, you can immediately
make a melee basic attack (with a bonus to the attack
roll and damage roll equal to the armor’s enhancement
bonus) against the enemy that bloodied you.

Sentinel Armor Level 3+


This armor was enchanted to enhance your senses and make
your sight sharper.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 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 The armor of the immortal warrior is a
Armor: Chain treasure sought by all fighters.
Enhancement: AC
Property: Grants an item bonus to Perception equal to the WEAPONS
armor’s enhancement bonus. Magic weapons allow a fighter to deal massive dam-
Power (Daily): Minor Action. Gain lowlight vision until the age, to devastate foes with flames and lightning, or to
end of the encounter or for 5 minutes. parry the most insidious blows and penetrate enemy
defenses.
Tunnel Defender’s Armor Level 13+
The quintessential plate armor, made by dwarven armorers for Cleaving Weapon Level 4+
their most stalwart guardians. When you wield this weapon, you can make a flurry of attacks
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp and hurt two enemies at once.
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Armor: Plate Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Enhancement: AC Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Property: Grants an item bonus to Athletics equal to the Weapon: Any melee
armor’s enhancement bonus. Enhancement: Attack rolls and damage rolls
Power (Encounter): Minor action. Take a penalty to skill Critical: +1d6 damage per plus
checks and speed equal to the armor’s enhancement Power (Encounter): Minor Action. You can use this power
bonus, but in turn gain the same bonus to AC, Fortitude, when one of your attacks hits a foe; a target different from
and Will defense until the end of your next turn. If your the one you hit and adjacent to you takes 5 damage.
speed drops to 0 when using this power, you cannot take Level 14 or 19: 10 damage.
Toni Cittadini

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.

Dragon Might Weapon Level 13+


This dark and glittering weapon was obtained from the bone
of a great dragon, and as you wield it, your enemies cower and
bleed; in addition, it looks as if it could pierce any armor.
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
Chapter 5: A Fighter's Tools

Weapon: Axe, hammer, heavy blade, mace


Enhancement: Attack rolls and damage rolls
Critical: Ongoing 5 damage, and the target takes a -2 penalty
to attack rolls (save ends both).
Level 23 or 28: Ongoing 10 damage.
Power (Daily): Free Action. You can use this power when
A weapon with an ominous look…
you score a critical hit against a target. The critical hit and a noble purpose.
becomes a normal hit, but the target takes a penalty to
AC equal to the weapon’s enhancement bonus until the Psychic Torment Weapon Level 13+
end of the encounter. Each blow you deal with this weapon overwhelms your en-
First Blood Weapon Level 13+
emy’s mind with visions of death and omens of strife.
When this weapon spills blood for the first time, the cut can Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
hardly heal. Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Weapon: Flail, mace
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Enhancement: Attack rolls and damage rolls
Weapon: Axe, heavy blade, spear Critical: +1d6 damage per plus
Enhancement: Attack rolls and damage rolls Property: When you hit a target that grants you combat
Critical: +1d6 damage per plus, or +1d8 damage per plus advantage, you deal extra psychic damage equal to your
against enemies of higher level than yours. Charisma modifier.
Property: When you use this weapon strike for the first time Power (Daily): Free Action. You can use this power when
against a target that has not yet hit you in the encounter, you hit a target with this weapon. Roll 1d6; 1-2: the
the target suffers ongoing damage equal to the weapon’s target is blinded (save ends); 3-4 the target is deafened
enhancement bonus (save ends). (save ends); 5-6 the target is dazed (save ends).

Intangible Weapon Level 8+ Quicksilver Weapon Level 3+

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

Critical: + Dexterity modifier per plus


Power (Daily): Free Action. When making an attack with this used to make an attack with it.
weapon against the target’s AC, you can make it against Power (Daily): Minor Action. Gain a +2 bonus to Reflex de-
the target’s Reflex defense. fense until the end of the encounter.

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

Chapter 5: A Fighter's Tools


Heavy Blade, Mace 23 Trollbane +5 425,000 Axe, Heavy Blade,
13 First Blood +3 17,000 Axe, Heavy Blade, Spear
Spear 24 Cleaving +5 525,000 Any melee
13 Intangible +3 17,000 Heavy Blade, 24 Resolute +5 525,000 Any melee
Light Blade, Spear 24 Shifting +5 525,000 Any melee
13 Psychic Torment +3 17,000 Flail, Mace 28 Colossus +6 2,125,000 Any two-handed
13 Quicksilver +3 17,000 Heavy Blade, melee
Light Blade 28 Dragon Might +6 2,125,000 Axe, Hammer,
13 Trollbane +3 17,000 Axe, Heavy Blade, Heavy Blade, Mace
Spear 28 First Blood +6 2,125,000 Axe, Heavy Blade,
14 Cleaving +3 21,000 Any melee Spear
14 Resolute +3 21,000 Any melee 28 Intangible +6 2,125,000 Heavy Blade,
14 Shifting +3 21,000 Any melee Light Blade,
18 Colossus +4 85,000 Any two-handed Spear
melee 28 Psychic Torment +6 2,125,000 Flail, Mace
18 Dragon Might +4 85,000 Axe, Hammer, 28 Quicksilver +6 2,125,000 Heavy Blade,
Heavy Blade, Mace Light Blade
18 First Blood +4 85,000 Axe, Heavy Blade, 28 Trollbane +6 2,125,000 Axe, Heavy Blade,
Spear Spear
18 Intangible +4 85,000 Heavy Blade, 29 Cleaving +6 2,625,000 Any melee
Light Blade, Spear 29 Resolute +6 2,625,000 Any melee
18 Psychic Torment +4 85,000 Flail, Mace 29 Shifting +6 2,625,000 Any melee

Resolute Weapon Level 4+ Shifting Weapon Level 4+


When you wield this weapon, you become nearly impossible to Upon your command, this wondrous melee weapon turns into
overcome or bend to another’s will. a ranged weapon.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Any melee Weapon: Any melee
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 damage per plus
Property: Gain a +1 item bonus to Fortitude and Will defenses. Power (Encounter ✦ Polymorph): Minor Action. The weapon
Level 14 or 19: +2 item bonus. turns into any ranged weapon of the same category
Level 24 o 29: +3 item bonus. (simple, military, or superior). This effect lasts until the end
Power (Daily): Minor Action. Immediately make a saving throw of the encounter, or until you end it with a minor action.
to end one of the following conditions: blinded, dazed,
deafened, dominated, helpless, stunned, weakened.

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

Enchanted bracers and shields are usually meant to


protect a character. A few of these items also grant the the martial keyword you have already used.
bearer some type of damage resistance, while others Thundering Vengeance Shield Level 7+
improve her athletic skills and her combat spirit. An enemy that strikes this shield is deafened or even stunned.
ARMS SLOT ITEMS Lvl 7 2,600 gp Lvl 27 1,625,000 gp
Lvl Name Price (gp) Lvl 17 65,000 gp
6 Last blood bracers (heroic tier) 1,800 Item Slot: Arms
6 Vampire’s thirst shield (heroic tier) 1,800 Shield: Heavy
7 Thundering vengeance shield (heroic tier) 2,600 Property: Resist thunder 5.
13 Martial utility bracers (paragon tier) 17,000 Level 17: Resist thunder 10.
14 Lone rider shield 21,000 Level 27: Resist thunder 15.
16 Last blood bracers (paragon tier) 45,000 Power (Daily): Immediate Reaction. A melee attack misses
16 Vampire’s thirst shield (paragon tier) 45,000 you; the enemy that made the attack is deafened and
17 Thundering vengeance shield (paragon tier) 65,000 dazed (save ends both).
23 Martial utility bracers (epic tier) 425,000 Lvl 17 or 27: The enemy is deafened and stunned (save
26 Last blood bracers (epic tier) 1,125,000 ends both).
26 Vampire’s thirst shield (epic tier) 1,125,000
27 Thundering vengeance shield (epic tier) 1,625,000 Vampire’s Thirst Shield Level 6+
This ominous tear-shaped shield grants gruesome benefits
Last Blood Bracers Level 6+ when it drinks its bearer’s blood.
When you wear these studded leather bands, you feel you can Lvl 6 1,800 gp Lvl 26 1,125,000 gp
cunningly exploit any opponent’s weakness. Lvl 16 45,000 gp
Lvl 6 1,800 gp Lvl 26 1,125,000 gp Item Slot: Arms
Lvl 16 45,000 gp Shield: Heavy
Item Slot: Arms Property: When bloodied, you gain a +1 item bonus to AC
Property: Gain a +1 item bonus to melee attack rolls you and to Reflex defense.
make against an enemy you have marked. Power (Daily): Immediate Reaction. A melee attack misses
Lvl 16: +2 item bonus. you; the enemy that made the attack takes 1d8 necrotic
Lvl 26: +3 item bonus. damage. You gain temporary hit points equal to the
damage the enemy takes.
Lvl 16: 2d8 necrotic damage, and you gain the same
amount of temporary hit points.
Lvl 26: 3d8 necrotic damage, and you gain the same
amount of temporary hit points.

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

Chapter 5: A Fighter's Tools


Item Slot: Feet 45,000 gp
16 Hellish crest (paragon tier) 45,000
Power (Daily ✦ Teleportation): Immediate Interrupt. An
21 Ancestral breath helmet (epic tier) 225,000
ally wearing the last stand leggings and located within 10
squares from you is hit by a melee attack. Spend a heal- Ancestral Breath Helmet Level 11+
ing surge to teleport into the willing ally’s square; the ally This sculpted helmet is shaped like a dragon’s head, its jaws
will teleport in the square you left vacant. You are hit by open in a deadly snarl.
the attack in place of the ally. Lvl 11 9,000 gp Lvl 21 225,000 gp
You must have line of sight to the ally’s space. Item Slot: Head
Special: Last stand leggings are only useful in pairs attuned Property: If you are a dragonborn, gain a +2 item bonus to
to each other. It is possible to create even more pairs of attack rolls made with your dragon breath racial power and
leggings attuned to the first pair (the base price increases deal 1d6 extra damage of the same type of damage.
by 50% per each additional pair). Lvl 21: Score a critical hit with your dragon breath racial
power with a natural roll of 19-20.
HANDs SLOT ITEMS
The gloves described below enhance a character’s
offensive prowess or allow him to be always ready for
battle.
HANDS SLOT ITEMS
Lvl Name Price (gp)
5 Steel calling gloves 1,000
13 Gloves of martial boldness 17,000

Gloves of Martial Boldness Level 13


These studded leather gloves can magically move the wearer’s
hands to improve his attacks.
Item Slot: Hands 17,000 gp
Power (Daily): Free Action. You immediately gain an action
point, which you must spend before the end of the next
turn to gain an extra action. You must use this action to
make an attack with the weapon keyword.

This exotic steel helmet makes a


Toni Cittadini

dragonborn’s breath even deadlier.

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

rolls against bloodied foes. Enchantment: Fortitude, Reflex, and Will


Power (Encounter): Standard Action. Make a basic melee
NECK SLOT ITEMS attack against an adjacent target’s Reflex defense with a
Neck slot items increase a character’s defenses, allow bonus to the attack roll equal to the veil’s enhancement
him to quickly recover from unfavorable conditions, or bonus. If you hit, the target drops the weapon it wields,
to surprise foes with unusual attacks. which falls to the ground at its feet.

NECK SLOT ITEMS Minotaur’s Collar Level 8+


Lvl Name Price (gp) This crude bronze amulet depicts a raging bull. The ground
8 Minotaur’s collar +2 3,400 shakes under its bearer’s steps.
9 Acrobatic swordsman cape +2 4,200 Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
13 Minotaur’s collar +3 17,000 Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
14 Acrobatic swordsman cape +3 21,000 Lvl 18 +4 85,000 gp
15 Disarming veil +3 25,000 Item Slot: Neck
18 Minotaur’s collar +4 85,000 Enchantment: Fortitude, Reflex, and Will
19 Acrobatic swordsman cape +4 105,000 Power (Encounter): No Action. Use this power when you hit
20 Disarming veil +4 125,000
a target while charging. In addition, you push the target
23 Minotaur’s collar +5 425,000
1 square and knock it prone if your size is the same or
24 Acrobatic swordsman cape +5 525,000
within one category.
25 Disarming veil +5 625,000
Lvl 13 or 18: Push the target 2 squares.
28 Minotaur’s collar +6 2,125,000
29 Acrobatic swordsman cape +6 2,625,000 Lvl 23 or 28: Push the target 3 squares.
30 Disarming veil +6 3,125,000

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

Chapter 5: A Fighter's Tools


add your Constitution modifier to the healing surge value. make the attack against the target’s Fortitude defense.
Instead of normal damage, each target you hit takes 5
Fearless Man-at-Arms Belt Level 2+
thunder damage and is deafened (save ends).
This magic belt bolsters your soul against fear and allows you
to keep your enemies at bay. Quiver of Flaming Roar Level 7
Lvl 2 520 gp Lvl 22 325,000 gp This red quiver is decorated with magic runes containing fiery
Lvl 12 13,000 gp power. An arrow drawn from the quiver can suddenly turn into
Item Slot: Waist an explosive sphere.
Property: +1 item bonus to saving throws against fear. Wondrous Item 2,600 gp
Lvl 12: +2 item bonus Power (Daily ✦ Fire): Minor Action. The next basic ranged
Lvl 22: +3 item bonus. attack you make with a bow before the end of your turn
Power (Daily ✦ Fear): Free Action. Use this power when you becomes a burst 1 centered on the original target. Use
hit with a melee attack. The target moves away from you your normal attack bonus for the attack, but make the
a number of squares equal to your Charisma modifier attack against the target’s Reflex defense. Instead of nor-
(minimum 1). The fleeing target avoids unsafe squares mal damage, each target you hit takes 10 fire damage.
and difficult terrain if it can. This movement provokes
opportunity attacks. Sheath of the Champion Level 9
A sword kept in this sturdy sheath becomes an extraordinary
Martial Balance Belt Level 9 weapon when it strikes true.
A comfortable belt that makes the bearer swift and elusive, Wondrous Item 4,200 gp
protecting him from unexpected assaults. Power (Daily): Minor Action. The damage die of a critical hit
Item Slot: Waist 4,200 gp dealt by the weapon increases by one category.
Property: When running, you do not grant combat Special: Only a light blade or a heavy blade can be sheathed
advantage. in a sheath of the champion. This power counts as a daily
Power (Daily): Free Action. You can immediately shift 2 power of the weapon kept in the sheath. If the weapon’s
squares. daily power has already been used, the sheath of the
champion does not work.

Whetstone of Adamantine Edge Level 5


A magic tool designed to make blades as sharp as razors.
Wondrous Item 1,000 gp
Power (Encounter): Minor Action. The next melee basic
attack you make with an axe, heavy blade, or light blade
before the end of the encounter deals 1d8 extra damage.

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.

Characters and Organizations


To a character, membership in a martial organi- will become involved in its management; when he
zation can be an opportunity to both expand his is not adventuring, most of his time and resources
personal story, adding depth to his personally will have to be dedicated to the organization.
and motivations, and to take part in many excit- This might not be a problem, and indeed usually
ing adventures. From the mission he undergoes to it is not. Most fighters are proud to be part of storied
find a member that will vouch for him before the companies of like-minded warriors and embrace their
organization’s leadership, to the tests he faces to missions with fervor. If this does not describe a charac-
obtain –or keep– a place in the organization, there ter, he should think twice about joining the organiza-
are many opportunities that can turn membership tion or –if he already has– find a quick way to put his
in a martial organization into a powerful adventure membership behind him. Of course, not all martial
hook that the GM can use to motivate the players. organizations will prove accepting of a member’s early
If a character obtains a position of leadership in retirement. On the other hand, other organizations
the organization, he can outline its objectives and require only minimal membership dues and impose
direct it against the party’s enemies. even fewer rules and duties. These could be good fits
As such, becoming a member in a martial or- for an undecided or reckless character.
ganization is a choice both players and GM should Alternatively, if a GM wants to exploit the adven-
approach with care. First, a character’s nature and ture hooks a martial organization can provide in a
objectives should be similar to or at least com- campaign while keeping his players free from its au-
patible with those of the organization. Second, thority, he can use the organizations described below
everyone should know in advance that the more a as NPC-only factions, interacting with the party only as
character invests in the organization, the more he allies or antagonists.

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?

CRIMSON DUSK COMMANDOS


Some battles cannot be fought by a regular army, but had earned as the dragon’s executor. Unable to forgive
can be won with a swift and fierce assault that strikes himself for the atrocities he had committed, he aban-
the enemy without warning and leaves it no escape. doned any hope of returning to his kin and embraced
The Crimson Dusk Commandos, a secretive guild of forever the fate of the cynical and efficient mercenary,
elite warriors, is convinced that this is the best way to gathering a band of ardent followers around him.
fight. Their members are specialized in raids and retali- Streetwise DC 20: The Crimson Dusk Comman-
ations. They pledge their services to anyone who can dos always move in teams of five to seven members and
afford their price, ready to steal military plans, recover strike out of nowhere, making the most of their sur-
a magical treasure, or kidnap a valuable hostage. prise attacks. They usually keep away from the largest
concentrations of the enemy, preferring to isolate and
Crimson Dusk wear their foes down with guerrilla tactics. When they
Commandos knowledge are forced to fight greater numbers of enemies, they
A character knows the following information with a coordinate their actions in two or three different teams
successful skill check. and try to exploit any advantage they might gain from
History DC 20: Apparently, the Crimson Dusk are the terrain or from the enemy’s need to reorganize.
comprised of outcasts from all races. They were found- Arcana DC 30: Darzuul, a malevolent dark elf
ed by a dragonborn subjugated by a cruel red dragon. with a distinguished place in the organization, has a
After many years spent in the service of that monster wondrous armor that allows him to blend in the shad-
as his lieutenant, the dragonborn fighter was able to rid ows and disappear from his enemies’ eyes. The armor
himself of his master, but not of the grim reputation he is rumored to be a gift from a cruel and beautiful outer

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

Attack: Strength vs. AC


Standard Action Close burst 10 Hit: 2[W] + Strength modifier.
Target: Each concealed creature in burst

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

member of the family invited them to recover a


load of goods that had been stolen from a convoy
some days ago. What seemed a simple mission
quickly turns into a desperate struggle for survival
as the mansion is assaulted by a team of deadly and
efficient warriors who intend to kill the characters’
patron and kidnap the house’s scion. Obviously, the
Jerra’tys are the target of something deadlier than a
simple theft…
✦ Tomorrow’s battle plans are kept in General Commandos in action.
Haidoos’ tent. The battle is going to be bloody, and
it will almost certainly be decided by how the de- vance and have formulated a plan to steal the rest
fenders’ deploy to withstand the assault. The mayor of the city’s wealth, the Crimson Dusk only needs
was so desperate that he allowed the Commandos to send a few agents to raid the mayor’s treasury
into the city’s treasury and offered to pay them and tell old Haidoos that he can move the camp
whatever they asked to retrieve the battle plans and and leave with his army of cutthroats: The old siege
reveal their contents. Now that they have their ad- trick has worked once again.

IRON ADDER COMPANY


This militia patrols from border to border in the Iron Adder Company
kingdom of Elesia, taking part in skirmishes and field knowledge
battles with little or no rest between one fight and A character knows the following information with a
another. Rough, self-equipped in patchwork gear, and successful skill check.
without royal cachet, they are often mistaken for simple Nature DC 20: Wilderness travelers have learned
mercenaries or even bandits. This may once have been to spot a place where the Iron Adders have camped:
true, but today these fighters are patriots, not soldiers A row of holes in the ground dug at regular intervals
of fortune; even the most heroic mercenary would mark the places where their watching turrets stood,
think twice about an unending battle against hobgob- while a few logs cut down and carved in the center
lins, ogres, and worse. were used as troughs for their horses. In addition,
the Adders use small yellow and red strings tied to a
Claudio Casini

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.

Qwelenar Bladeleaf, Iron Adder ace


Occupation: The Iron Adder Company ac- Origins: Qwelenar has selected the mercenary’s
Chapter 6: Organizations

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.

ORDER OF STEEL PROPHETS


According to legend, Spirit Weapons, wondrous arti- Arcana DC 25: The most ancient magic tomes
facts with a will of their own, were forged in ancient say that the Spirit Weapons were forged no less
times for fighters as yet unborn who would wield than three thousand years ago, a date confirmed by
them to fulfill their destiny and to decide their the items’ style and ornamentation. Some sages
Kingdom’s fate. A few noble knights, speculate that the entire set includes
sworn to fight for the greater good, eight weapons, and that each weapon
have dedicated their entire draws its power from the soul
lives to protecting this great of a glorious combatant of the
prophecy and ensuring it distant past, magically bound
comes to pass. They call to the blade.
themselves the Order History DC 35: At
of Steel Prophets, and one time, the Order of
today, this circle of hon- Steel Prophets teth-
orable fighters seeks ered on the verge of
the Spirit Weapons oblivion. Seven
and the chosen ones centuries ago, Sir
destined to wield Falhed Garen, one
them. of its most esteemed
members and discoverer
Order of a Spirit Weapon, gave
of Steel in to temptation and seized
Prophets the weapon, convincing
knowledge himself he was a chosen one;
that act led to a schism in the
A character knows the follow-
ing information with a successful skill organization and the result-
check. ing feud decimated its members.
The internecine struggle ended with the death
Roberto Pitturru

Arcana DC 15: Spirit Weapons are magic items


forged in ancient times to assist the scions of certain of the heretic Garen, but the weapon he had claimed
noble houses in combat. was lost once again.

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

The Steel Prophets gather.

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

Hailing from the wondrous halls of the Opalescent Organization


Tower, the Quicksilver Blades are a congregation of The Quicksilver Blades are a host of warriors whose
ineffable swordsmen shrouded in mystery. They have souls are pure and incorruptible, locked in eternal com-
spent uncountable years refining their unique combat bat against the forces of darkness. Their members live
style and they know how to infuse their weapons with outside the rest of the world, at least until the Opales-
the power of magic. When the forces of darkness are cent Tower’s magical observatories show the image of
stirring or when a kingdom’s fate is at stake, these war- a looming danger requiring the eladrin swordsmen’s
riors interrupt their studies and march into battle. intervention. Devils, liches, hag covens, and dark priests
alike have all learned to fear the Quicksilver Blades’
Quicksilver Blades venomous and deadly bite.
knowledge Leader: The organization is led by Captain Cae-
A character knows the following information with a luem Breiarthis, an eladrin more than two hundred and
successful skill check.
Arcana DC 15: Quicksilver Blades are the subject The quicksilver oil is an unguent obtained by a slow
of many contradictory legends, but at least one thing refinement process of silver and platinum, along with
is certain: Most of them are eladrin, and they all know the obvious use of magic. The resulting substance is a
how to wield magic and blades with equal skill. Their thick and heavy balm that seems to evaporate shortly
combat style combines quick arcane formulas with after it has coated solid metals; for some reasons, it
swift and graceful fencing, and the dizzying result can seems able to poison any creature’s blood.
confound and overwhelm any foe.
Arcana DC 25: The Opalescent Tower, the Quicksilver Oil Level 7
Quicksilver Blades’ home, laboratory, and sanctum, is This thick serum looks like molten lead and shines with a
a slender building that seems barely tangible and yet silvery gleam under the moonlight. When it is used to coat a
is virtually indestructible. Unless their residents wish weapon’s blade, it poisons the wound, clouding the enemy’s
otherwise, only the most powerful divinations can body and mind.
reveal its location, and whoever leaves the tower after a Wondrous Item 100 gp
visit soon forgets what he saw during his stay. Power (Consumable): Standard Action. Use this sub-
Arcana DC 35: The Opalescent Tower lies in an stance to coat a slashing or piercing weapon (an axe,
extra-dimensional fold, suspended between the world heavy blade, light blade, pick, or spear). Each target hit
and the faerie land. The tower’s highest room contains by a weapon coated in quicksilver oil is poisoned by the
astral maps, celestial calendars, and arcane patterns de- substance and takes a -1 penalty to Fortitude, Reflex,
tailing the stars’ cycles and the tower’s path, regulated and Will defenses (save ends). This effect lasts until
by those cycles. These writings are strictly protected by the end of the encounter or for 5 minutes, but ends as
elaborate activation riddles and warding glyphs. soon as the weapon is exposed to sunlight.

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.

SILVER FALCON ACADEMY


The Silver Falcon Academy training grounds are the Silver Falcon Academy
place where Elesia’s future elite military is shaped. Those Knowledge
who show a penchant for strategy and command roles A character knows the following information with a
advance to become Crown Officers, and might one day successful skill check.
lead the feared Sovereign Armies. True combatants, nat- History DC 15: Recruits trained at the Silver Fal-
ural warriors, and undisputed masters of the battlefield, con Academy are shaped into Elesia’s best soldiers, and
on the other hand, can dream of a glorious career on the
Roberto Pitturru

their commanders boast an impressive series of victo-


front lines and long to become part of the legendary elite ries going back centuries. Many people believe that the
corps known as Her Majesty’s Immortal Guard.

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

at risk. and regular troops fol-


History DC 25: The low the usual military ranking
Silver Falcon Academy system and both obey the Crown
was founded four centu- Officers, the Immortal Guard has
ries ago, and the organization’s a separate hierarchy that grants
name comes from the heraldic no special power to their members,
symbol of the first noble who but does place them outside the authority
led it. Along with the traditional of other commanding officers. The command-
troops of regular soldiers, the ranks of ing captain of the Immortal Guard is the only one
the organization include two elite corps: allowed to give orders to both his men and the other
the Crown Officers and the Immortal Guard, both academy soldiers, but he must in turn respect the
founded at the academy’s birth, when the Academy’s directives of the two Peers commanding the Officers
original commander gave his two sons command over corps.
the two elite corps. Members: The great majority of Academy mem-
bers are humans, who of course advance as fighters;
Organization those who show a keen sense of strategy and diplomacy
The Silver Falcon Academy is more than a simple advance as warlords. A few dragonborn, dwarves, and
training center. It owes its status as an actual organi- half-elves fill up the Academy’s ranks.
zation to the political and management autonomy it Symbol: A falcon holding a crown.
enjoys: Not even the royal house interferes with its Adventure Hooks: The Silver Falcon Acad-
activities, making it quite unlike the other military emy is the perfect organization for those who wish
training centers of the region. to serve the King or Queen (or another legitimate
Of course, even the Silver Falcon Academy must ruler in control of a region’s armed forces). Of course,
bow to the sovereign’s will, and it owes her their al- the stern discipline and rigid hierarchy all Academy
legiance. Still, the school’s commanders are in charge members must follow is most suited to lawful good
when it comes to the nation’s defense and the national characters; chaotic evil characters are bound to have a
army’s deployment, and the King fully relies on their hard life. In addition, remember that a cadet or even
experience for any military decision. full member will only be able to go adventuring when
Leader: The Academy’s leadership is entrusted to his superiors grant him leave. To solve this problem,
three experienced veterans. Two of them, Sir Ronighar the GM might come up with a few adventures in
Graym (dragonborn fighter 18) and Lord Ameleph which one or more PCs enlisted in the Academy are
the Trustworthy (human warlord 23), are the Crown ordered to follow the other heroes as bodyguards, or
Peer and command the Officer corps; the third, Sir perhaps to watch over their actions to allay –or con-
Roberto Pitturru

Jerem Highmet (human fighter 21), is the command- firm– suspicion.


ing captain of Her Majesty’s Immortal Guard. These ✦ Crown Officers have made themselves clear: the
three wise combatants are equals, although tradition Grim Tower assault will be launched the day after

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

ors: Orders and informa- During the ball, there


tion are passed on with will be an accident–just as
hidden and encrypted mes- Ljundberg planned. The
sages or with a word of mouth captain, an unsuspected
chain in which the original member of the Sword of
sender cannot be detected. Vengeance, will order his soldiers to
Members: Anyone who can aid assassinate the Governor’s senior officials
the organization’s cause is welcome. As most and then pin the blame on the heroes, who
members come from the army, fighters are the back- will of course be slain “trying to escape” before
bone of the organization. they can spill the plot.
Symbol: A gauntlet holding a broken sword. ✦ Taxes have been lowered, fees have been reduced,
Adventure Hooks: The Swords of Vengeance and the cruelest criminals have been prosecuted
can easily be included in campaigns focused on and executed… and yet the people still grow
politics and intrigue, allowing the GM to set many poorer and poorer and fear for their lives. The
different situations in an environment filled with reason for this apparent contradiction is in the
suspicion and ambiguity. Indeed, it is easy to brand fact that actually it is only the richest merchants,
all those who fight the Governor as outlaws, at least mightiest land owners, and wiliest conmen who
until the players learn he is a usurper who rules with benefit from these measures, while the humble
an iron fist. and the petty criminals become scapegoats for
✦ On the day of market, the First Tax Collec- the “good” government. Soon a revolution will
tor has been killed in the middle of Drapes restore justice in the capital city, but only if a
Square. The murderer left a large dagger in party of brave adventurers leads the rebels’ first
the victim’s back, and the lily-shaped hilt is line of attack. Roberto Pitturru

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.

DARKDOOM CHASM, HEROIC TIER ARENA


In the depths of the underworld, thousands of feet be settled and anger can be freely unleashed. The cave
beneath a desolate region of steep hills and life- has obtained an ominous name, Darkdoom Chasm,
less badlands, lies a huge chasm. The cave’s irregular and it has hosted countless duels to the death. In its
shape seems the work of a titanic sculptor, and some dark halls, the underground creatures’ legendary evil
unknown species of subterranean creatures may have is not kept at bay; indeed, it is freely unleashed under
actually had a part in its creation, along with erosive the raving eyes of a cheering crowd looking for cruel
phenomena and telluric shocks. excitement.
Whatever its origins, the cave lies at the center of Beneath the arena, dozens, maybe hundreds of
a vast network of warrens and shafts, but its true claim carrion crawlers feast upon the results of the butchery,
to fame is that the dwellers in the surrounding under- grown huge and fat on a steady diet of the dead.
world dedicated this place to an arena where feuds can

132
Chapter 7: A Fighter's Arena
Darkdoom Chasm

Battleground Area Features


This cold, grim battlefield is bathed in shadow: Dim Tunnel: A square occupied by a hole is an entrance
lights and distant gleaming can be seen at the cave’s to the twisted network of tunnels running beneath the
edge, which is covered with glowing mushrooms that battleground. These are challenging terrain, so a char-
barely outline the arena’s border (the entire area is con- acter passing through them must succeed on a DC 22
sidered to be in dim light). Dirt, debris, and the bodies Athletics check or be knocked prone. Failure does not
of fallen gladiators litter the ground, and a combatant deal damage, but the prone character attracts a carrion
can easily trip over them or fall into one of the many crawler that arrives in 1d2 rounds to feast on him.
holes and cracks dotting the floor. The entire battle- Necrospores: The stone dais in the center of the
ground is difficult terrain, except the spaces below. arena is covered with pitch-black fungi that feed on the
necrotic energies infusing the ground. The fungi’s foul
spores can even affect living beings.
Toni Cittadini

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

Chapter 7: A Fighter's Arena


remaining healing surges. ✦ The adventurers have been enslaved by an under-
Success: The PCs complete their lap riding a car- ground race, and if they want to see the light of
rion crawler, and the challenge is won. the day again, they will have to fight in Darkdoom
Failure: The PCs stir the warren dwellers and Chasm’s storied arena to win their freedom.
attract a few particularly savage specimens. This initi- ✦ A savage ettin has brought death to a peaceful
ates a combat encounter with a number of carrion village. After pursuing the monster for weeks in
crawlers equal to the number of PCs; whatever the the depths of the underworld, the characters learn
outcome of this encounter, the challenge is lost. that the monster is Drukskar, a celebrated cham-
pion of the Chasm, and the only way they can face
Encounter groups it is to challenge it in the arena.
All the underworld creatures featured in the D&D 4E ✦ During a grueling journey through the under-
Monster Manual make for ideal foes in the Darkdoom world, the adventurers come to a chasm whose
Chasm. The teams below are regulars in the arena, bottom is lost in darkness. The creatures that con-
however. Each team includes additional members, but trol the surrounding caverns will only grant safe
the groups below are the usual active rosters. passage to those who pass the crawler rider’s test.

BLOODFEAST HALL, PARAGON TIER ARENA


Undead creatures have potential eternity in front of and watch duels of unimaginable violence that usually
them, a concept that might become unbearable to culminate in the loser’s being devoured body and soul
many intelligent creatures and lead them to madness. by his “patrons.” After each combat, the hall’s elegant
Vampires, wights, liches, and ghosts, to name just a few, marble floors, crystal chandeliers, and golden candela-
have entire centuries or even millennia to increase their bra are drenched in blood.
power, but they are also driven by the desire to extin-
guish life, and their evil often leads to blind hate. Battleground
Bloodfeast Hall is the answer to these cruel The Hall’s marble floor is finely crafted and meticulously
instincts, and it is also the place where the lords of kept clean. Moving around the room is not a problem
darkness satiate their souls’ hunger and break the mo- and no obstacles hinder movement. Crystal chandeliers
notony of an agonizing immortal existence. In a lavish, and candelabra hanging from the ceiling and the walls are
baroque arena of decadent opulence, the most powerful filled with hundreds of candles that the fearsome undead
undead perform necromantic rituals and hold masked lords can magically turn on and off at will, plunging the
balls to lure unaware mortals to their doom, then sit chamber into utter darkness at a moment’s notice.

135
Chapter 7: A Fighter's Arena

Bloodfeast Hall

Area Features Trigger


Ravenous Scythes: The only relevant feature in the When a character moves into a trigger square, the
room is a hideous blade contraption that can suddenly ravenous scythes contraption emerges and attacks.
pop out of a hidden compartment in the ceiling. Attack
Standard Action Close burst 1
Ravenous Scythes Level 7 Obstacle Targets: Creatures in burst
Trap XP 300 Attack: +12 vs. AC
A bizarre contraption of sharp scythes springs from of a hidden Hit: 3d8+5 damage
compartment and starts spinning around the room. The blood Countermeasures
sprayed from the victims’ severed veins turns the walls red. ✦ A character can engage in a skill challenge to deactivate
Trap: The ravenous scythes contraption springs out of a the control panel. DC 23 Thievery. Complexity 2 (6
hidden compartment and starts spinning like a top, successes before 3 failures). Success disables the trap.
and moving unpredictably in a different direction and Failure causes the ravenous scythes to act twice in the
attacking every round. round (roll a second initiative for the trap).
Perception ✦ A character can attack the ravenous scythes contraption
Toni Cittadini

✦ 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

Bloodfeast Hall is a place of dread and slaughter.


Bloodfeast Hall This skill challenge is a deadly torture conceived by
Knowledge Bloodfeast Hall’s vampires to slowly cut fresh wounds
on their victims, to better tantalize their own hunger
A character knows the following information with a
successful skill check. before feeding on the prisoners. Escaping this torture is
Religion DC 20: The scythe trap hidden in the almost impossible, but those who survive might gain a
hall is a torture device specifically designed to increase chance to elude their torturers.
the vampires’ pleasure as they feed on their victims. The Setup: To set you free before the vampires assail
contraption was designed to cut wounds without killing you, you must get rid of the chains binding your ankles,
immediately so that the undead might grow excited as picking their locks as you swing upside down.
they see their victims bleed to death. When their hunger Level: Equal to the level of the party.
becomes unbearable, the vampires finally give in to their Complexity: 4 (requires 10 successes before 3
darkest urges and assail the weakened, hapless victims. failures).
Arcana DC 25: Local sages think the hall was Primary Skills: Acrobatics, Athletics, Endurance,
corrupted since the day its former master, an ancient Thievery.
nobleman, traded his loved ones’ lives for immortality, Acrobatics (moderate DCs): You try to set yourself
becoming a vampire lord. The unholy ritual that sealed free from the chains binding your wrists and ankles.
this chilling deal took place in what is today Bloodfeast The use of this skill does not count as a success or
Hall, a nexus of necromantic forces that the keenest failure toward the completion of this challenge. Instead,
spellcasters can sense even before they enter its decep- a success or failure with this check provides a +2 bonus
Chapter 7: A Fighter's Arena

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.

Chapter 7: A Fighter's Arena


ELEMENTAL VORTEX PIT, PARAGON TIER ARENA
In the darkest depths of hell there is a place where Battleground
even primordial chaos must abide by its own alien The Elemental Vortex Pit is a plain of black mud and
rules. Magma streams and frozen pools clash as molten rock, crisscrossed by lava streams and dotted
huge basalt pillars soar to roiling skies of ash. In with frozen pools. The ground is littered with vitrified
this unique arena, archon gladiators and demon skeletons and broken weapons, and huge cracked pillars
hordes fight an eternal contest; sometimes a few rise towards the sky like teeth. These ruins provide
unfortunate mortals are forced to join the fight to adequate cover to a fighter who knows how to move
win their freedom back, and to them, an unexpected around the battleground.
geyser or a sudden cold blast can be as deadly as
the monsters they are meant to face. Sages call this Area Features
barren waste the Elemental Vortex Pit, in reference Ice: A square partially or entirely occupied by ice
to the unusual mix of elemental forces that per- is considered challenging terrain. Characters moving
vades and engulfs everything. through partial ice squares must succeed on a DC 23
The Pit is the ultimate neutral ground, chosen to Acrobatics check or be slowed until the end of their
settle even the fiercest feuds among extraplanar pow- next turn. Characters moving through full ice squares
ers. The arena is a mind-boggling sight: the seemingly must succeed on a DC 27 Acrobatics check or be
endless stands made from ancient solidified lava are knocked prone.
crowded with screaming and hungry creatures from Geyser: The scorching geyser hazard is described
the farthest corners of the multiverse. Some say that below.
the Pit was shaped by a powerful efreet vizier who Magma: A square partially occupied by lava is
wanted to use it to increase his own influence. Others challenging terrain. To safely move through these
consider it just a planar oddity, where even opposed squares, a character must succeed on a DC 27 Athletics
elements are allowed to coexist. check, or take 3d6 + 8 fire damage. A square entirely
occupied by lava is hindering terrain. Characters mov-
ing through these squares or starting their turn on
them take 4d12 fire damage plus ongoing 8 fire damage
(save ends).

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

Crimson Scourge Team ✦ Jagar, efreet fireblade (level 22 soldier)


Level 14 Encounter (XP 5,200) ✦ 1 phoenix (level 19 elite brute)
✦ Krimmghen Flamewhip, azer beastlord (level 17 ✦ 2 fire giant forgecallers (level 18 artillery)
soldier) ✦ 3 azer warriors (level 17 minion)
✦ 1 firebred hell hound (level 17 brute)
✦ 1 azer foot soldier (level 14 soldier)
Adventure Hooks
✦ 2 magma striders (level 10 skirmisher) ✦ The adventurers are hired by a powerful devil’s
servant to sabotage the upcoming contest between
Arctic Maul Team archons and demons, in order to launch a full-scale
Level 17 Encounter (XP 8,200) war between those races.
✦ 1 rimefire griffon (level 20 skirmisher) ✦ The PCs must free a friend, relative, or ally caught by
✦ Val’ax, ice archon rimehammer (level 19 soldier) vizier Djaztar’s slavers and forced to fight in the arena.
✦ 3 cyclops impalers (level 14 artillery) ✦ The characters pass through a planar rift or fail
Toni Cittadini

a travel ritual and find themselves in the middle


Shining Sultan Team of the Elemental Vortex Pit just as an important
Level 20 Encounter (XP 14,150) match is about to start.

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

beings sometimes arrive in this dimension and face Attack


fearsome foes in order to gain a deity’s favor and Opportunity Action Melee 1
counsel, or to complete their own personal path to Target: Creature in a trapped square
immortality. Attack: +17 vs. Fortitude
Hit: 3d10 + 6 lightning damage, and the target is surprised
Battleground (save ends). On a critical hit, the target is stunned (save
The Astral Peaks of Champions are islands floating ends).
in the void, gathered in an archipelago of breathtak- Miss: Half damage.
ing beauty. These islands are surrounded by a thin Countermeasures
atmosphere: Whoever falls beyond the arena’s edge is ✦ An adjacent character can disable a tile with a DC 28
instantly incinerated. Thievery check. If the trap is disabled, the teleport plate
works normally in that round.
Area Features
Ballista: This siege machine stands on one of Astral Peaks of
the floating islands and gladiators can use it to deal a Champions Knowledge
devastating blow to their foes. Activating the ballista A character knows the following information with a
requires 3 rounds of loading, followed by a ranged successful skill check.
attack with a 10/20 range that deals 6d8 damage and Religion DC 25: The Astral Peaks of Champions
pushes the target 1d4 squares. are a demiplane hidden in a fold of the dimension
Teleport Plates: When a character stands on these where deities dwell, protected by a barrier that can only
glowing disks, she is instantly moved to another plate be bypassed with their consent.
in the arena. The teleportation is random: The GM Religion DC 30: At the dawn of history, the
rolls a die to determine the character’s destination. Af- gods created the Astral Peaks of Champions to
ter each teleportation, a plate remains inactive for 1d4 decide how to claim dominion over mortals’ souls,
rounds, then it starts glowing again and it works again sending their mightiest emissaries to fight in a con-
as described above. test there. Later, the Peaks became a battleground for
From time to time, a teleport plate might be fights of a different nature, unbeknownst even to the
malfunctioning and it might trigger a trap instead of deities themselves.
teleporting the character (in which case, use the game Religion DC 35: The Victorious Banner is an ar-
statistics below). tifact infused with divine power that can instantly heal
the bearer and revive all his allies.

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
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