Might of Eden: Mythic Fighter

Ruthless ruffian, apathetic mercenary, servile soldier, honor-bound sword-wielder or stalwart, shielded knight, the Fighter is the icon of martial combat and one of the simplest and most common of warriors found in Eden.

Through training their bodies and learning time-honored techniques and traditions of combat, or merely through sheer brute force, Fighters can push the body to extraordinary feats, and in Eden their powers are bound by much less than they would be elsewhere. Some Fighters travel in search of opponents or adventures that can challenge them – a story can only become legendary due to the hardships presented, not merely the character behind them. Others are in it for money, finding that only through great risk can they put their talents to the best possible use and earn the best living. Many follow some code or lifestyle. The way of the sword, the law of the jungle, the thieves’ code, whatever moral is convenient or inspiring to them. More so than seemingly every other path a person can take in Eden, the Fighter’s path is about freedom and choice.

Of all Fighters, those that come closest to the legendary techniques and almost magical feats written down in the heroic tales of the land are most respected. Mythic Fighters unknowingly (or knowingly) call upon higher powers as they fight. Unnatural energies may be brought about by the valor of a Mythic Fighter, his aura burning with strength. With great control of his or her weapon and body and a mind sharpened by battle, not a single feat of athleticism seems impossible for one. A Mythic Fighter can be anyone with the right motivation and under the right pressures, and his powers can come and fade with the whims of the world. But when the circumstances are correctly aligned, through a combination of grit, training and practice, a Mythic Fighter becomes a legend of swordsmanship.

Features

Versatile Weapon Talent: You can take this feature in place of Fighter Weapon Talent. You have a +1 bonus to attack rolls with versatile weapons, and the extra damage dealt by the Versatile property improves to +2. You gain a +1 shield bonus to AC and Reflex defense when wielding a versatile weapon in two hands. You lose proficiency with hide armor, chainmail armor and all shields.

LEVEL 1 AT WILL POWERS

Chilling Flat Fighter Attack 1
Your hammer or axe smashes an enemy like a freezing blizzard.
At Will @ Martial, Weapon, Cold
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. If the target violated your mark last turn, you gain a bonus to the damage roll equal to your constitution modifier. If you have an action point, you can treat this attack’s damage as Cold damage.
Level 21: 2[W] + Strength modifier damage.

Burning Edge Fighter Attack 1
Your sword or flail becomes flames as it smites your opponent.
At Will @ Martial, Weapon, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. If the target violated your mark last turn, you gain a bonus to the damage roll equal to your dexterity modifier. If you have an action point, you can treat this attack’s damage as Fire damage.
Level 21: 2[W] + Strength modifier damage.

Piercing Point Fighter Attack 1
Your spear strikes fast as lightning.
At Will @ Martial, Weapon, Lightning
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. If the target violated your mark last turn, you gain a bonus to the damage roll equal to your wisdom modifier. If you have an action point, you can treat this attack’s damage as Lightning damage.
Level 21: 2[W] + Strength modifier damage.

Leverage Of The Blade Fighter Attack 1
A single punishing sword is enough to drive back your enemies.
At-Will @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you push the target 1 square.
Level 21: 2[W] + Strength modifier damage.

Adamantine Charge Fighter Attack 1
You smash violently into your opponent.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Fortitude; you can only use this power at the end of a charge in place of a melee basic attack.
Hit: Strength modifier damage and you knock the target prone.

Mithral Strike Fighter Attack 1
You swing your sword in an accurate, metered way at an enemy.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength + 2 vs AC; if you spent an action point this turn to take an extra action, the bonus improves to +4.
Hit: 1[W] + 2 damage.
Miss: 3 damage
Level 21:  2[W] + 4 damage and 6 miss damage.

Hidden Pain Fighter Attack 1
You smash your enemy’s side with violence that it can recover from – if it stays where you want it to.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and if the target is adjacent to you at the start of its next turn and moves away, it takes your Wisdom modifier damage and becomes slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.

Iron Skin Strike Fighter Attack 1
You steel yourself for the retaliatory strike as you face down your opponent.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you can either gain temporary hit points equal to your constitution modifier or a +1 power bonus to AC against the first attack made before the start of your next turn.
Level 21: 2[W] + Strength modifier damage.

LEVEL 1 ENCOUNTER POWERS

Roaring Sweep Of the Chikuni Fighter Attack 1
You swing vertically in front of you, and the cries of each foe stricken resonate a thousandfold.
Encounter @  Martial, Weapon
Standard Action Close Blast 1
Target: Each enemy in blast you can see.
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage. If you spent an action point to take an extra action and used that action to make this attack, it is a close blast 3 and deals thunder damage.
Weapon: If you are wielding a Staff or Polearm, the attack becomes a Close Burst 1, Close Burst 3 if you spent the action point.

Lightning’s Fork Fighter Attack 1
You launch two terrifyingly fast slashes.
Encounter @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs. AC, two attacks.
Hit: 1[W] + Strength modifier damage per attack.

Chakra-Closing Strike Fighter Attack 1
You shut down an enemy with a single attack while it was unaware.
Encounter @ Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: You can only use this power in place of the melee basic attack granted by your “Combat Challenge” class feature.
Attack: Strength vs AC
Target: The triggering enemy
Hit: 2[W] + Strength modifier damage and the target is dazed until the end of your next turn instead of being immobilized by your “Combat Challenge” class feature.

Fighter’s Territory Fighter Attack 1
You attack with such violence that your opponent knows it cannot get away or past you.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and the target draws an opportunity attack each time it moves into a square of difficult terrain until the end of your next turn.
Effect: Squares you threaten are difficult terrain until the end of your next turn.

LEVEL 1 DAILY POWERS

Unchained Hellfires Fighter Attack 1
You discard strategy and trust in instinct, striking truer but forsaking defense.
Daily @ Martial, Weapon, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength + 2 vs AC
Hit: 3[W] + Strength modifier damage. If you have an action point, you can treat this attack’s damage as fire damage.
Miss: Half damage
Effect: You grant combat advantage to all enemies until the end of your next turn.

Falling Sky Strike Fighter Attack 1
One cannot avoid a falling sky – only be hurled to the ground by it.
Daily @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC, two attacks
Hit: 1[W] + Strength modifier damage per attack.
Miss: Half damage per attack
Effect: The target falls prone. Until the end of the encounter, whenever the target moves, you can shift 2 squares, but your movement must put you closer to the target.

LEVEL 2 UTILITY POWERS

Unbreakable Body Fighter Utility 2
For as long as the spirits do not forsake you, you stand strong.
Daily @  Martial, Healing, Stance
Minor Action Personal
Effect: You have Regeneration 5 until the end of the encounter or for 5 minutes. If you have no action points, this effect ends.

Bound Off Fighter Utility 2
You bound off an object to reach higher ground.
At Will @ Martial
Requirement: You must be trained in Athletics.
Minor Action Personal
Effect: If you are adjacent to an object your size or larger, you gain a +5 power bonus to athletics checks made to jump.

Warrior’s Honor Fighter Utility 2
Your displays of chivalry can be of help in social situations.
Encounter @ Martial
Minor Action Personal
Effect: You have a +5 bonus to your next Diplomacy check made before the end of your next turn. If you are trained in Diplomacy, the bonus is +3 instead.

LEVEL 3 ENCOUNTER POWERS

Jade Gale Of The Muikara Fighter Attack 3
As your enemy’s flesh yields to your blade, a powerful wind tears him from you.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square and knock it prone. If you have an action point, you can spend it to teleport the target 1 + your Wisdom modifier squares instead and then knocking it prone.

Careful Volley Fighter Attack 3
You swing with an eye for accuracy, giving your opponent little chance to evade.
Encounter @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength + 2 vs AC, two attacks per target
Hit: 1[W] damage per attack
Weapon: If you are wielding a spear, light blade, flail or heavy blade, you gain a bonus to the damage rolls equal to your dexterity modifier. If you are wielding a hammer, axe or mace, you gain a bonus to the damage rolls equal to your constitution modifier. If you are wielding any other kind of weapon, you gain a bonus to the damage rolls equal to your wisdom modifier.

The Absolute Blade Fighter Attack 3
Your technique can be brought to bear in an instant.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and the target takes a -2 penalty to its next attack roll made before the start of your next turn or to one defense of your choice until the start of your next turn.
Special: This attack can be used in place of a melee basic attack granted by your Combat Challenge class feature, or at the end of a charge, or during an opportunity attack.

Stay Down Fighter Attack 3
You knock your opponent to the ground and beat it still.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you knock the target prone and it cannot stand up from prone until the end of its next turn, unless it chooses to take 1d6 + your strength modifier damage.

LEVEL 5 DAILY POWERS

Resounding Thundercrash Fighter Attack 5
Even should your blade fail, a terrifying howl tears through your enemy.
Daily @ Martial, Weapon, Thunder
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and you push the target 2 squares.
Miss: Half damage. If you have an action point, you can spend it to have this attack deal its full damage even on a miss. You can treat this damage as thunder damage.

Climbing Sun Stance Fighter Attack 5
You push forward, moving as you strike.
Daily @  Martial, Weapon, Stance
Minor Action Personal
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Effect: Whenever you make a successful attack, you can make a melee basic attack against a different target than your other attacks. If this attack misses, you can shift 1 square as a free action.

LEVEL 6 UTILITY POWERS

Mystical Resurgence Fighter Utility 6
You aura burns with your passion and fury, renewing your strength.
Daily @  Martial, Stance
Minor Action Personal
Effect: If you spent an action point during this turn on a successful attack, you are treated as having an action point until the end of the encounter or for 5 minutes. You can end this effect to activate a power or ability that requires you to spend an action point, but not to gain an extra action.

Low Form Stance Fighter Utility 6
You invite attacks upon yourself so as to defend others.
Daily @ Martial, Weapon, Stance
Minor Action Melee 1
Target: One creature marked by you.
Effect: The target’s penalty to attacks that do not include you is equal to 1 + your Wisdom modifier. The stance ends at the end of your turn if you’re not within 2 squares of the target.

LEVEL 7 ENCOUNTER POWERS

Circle of Steel Fighter Attack 7
You force yourself into a formation before breaking it in a slashing dance.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Weapon: If you are wielding a staff or polearm, you can make this attack with either of them.
Standard Action Close Burst 1
Effect: You can shift 2 squares before attacking. You can shift through squares occupied by enemies, but must end your movement in an unoccupied square.
Target: Each enemy burst you can see.
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you are wielding a spear, light blade, flail or heavy blade, you gain a bonus to the damage roll equal to your dexterity modifier. If you are wielding a hammer, axe or mace, you gain a bonus to the damage roll equal to your constitution modifier. If you are wielding a staff, you deal 1[W] extra damage.

Iron’s Song Fighter Attack 7
You feel the vibrations from all things living and nonliving, and your attack breaks through flawlessly.
Encounter @ Martial, Weapon
Requirement: You must be wielding a one-handed weapon.
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Fortitude
Hit: 2[W] + Strength modifier damage. This damage ignores the target’s resistance to damage.
Weapon: If you are wielding a Mace or Pick, the target is slowed until the end of your next turn.
Miss: 1[W] damage. This damage ignores the target’s resistance to damage.
Weapon: If you are wielding a Mace or Pick, the Miss damage is 2[W].

Agile Charge Fighter Attack 7
Your charge, cleave through one foe and bound towards another.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Effect: You charge and make this attack at the end of the charge in place of a melee basic attack.
Target: One or two creatures
Attack: Strength vs AC, one attack per target
Hit: 1[W] + Strength modifier damage. If you did not move your full speed during the charge, you can charge at a different target that is a number of squares away equal to your remaining movement after the first charge as a free action.
Weapon: If you are wielding a polearm or spear, you add your wisdom modifier to damage rolls with both attacks.

Comet Throw Fighter Attack 7
You beat your target away with your weapon.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Fortitude
Hit: 2[W] + Strength modifier damage and you slide the target 3 squares.
Weapon: If you are wielding an Unarmed weapon, you slide the target 2 + your wisdom modifier squares and deal extra damage equal to your wisdom modifier.

LEVEL 9 DAILY POWERS

Whirling Blade Fighter Attack 9
You twist your blade coming out of the strike, and your enemies are driven back.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You push the target 2 squares and shift 1 square. Until the end of the encounter, whenever you attack, you can push an enemy adjacent to you 1 square and shift 1 square. In addition, whenever you spend an action point to take an extra action, and use that action to make an attack, you can push all enemies adjacent to you 2 squares.

Sworn Sword of Fate Fighter Attack 9
Your opponent was meant to be stricken by your blade.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: This attack always scores a non-critical success.
Hit: 2[W] + Strength modifier damage. Until the end of the encounter or for 5 minutes, the target is marked by you.

Sword Slip Fighter Attack 9
A frighteningly precise slash maims your opponent’s hand and causes its weapon to drop.
Daily @ Martial, Weapon, Reliable
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target drops one weapon it is holding in a square adjacent to it. Any creature attempting to pick that weapon up draws an opportunity attack from an enemy adjacent to it.

LEVEL 10 UTILITY POWERS

Spirit’s Wake Fighter Utility 10
Your essence burns within you, healing your wounds and giving you strength.
Daily @  Martial, Healing
Minor Action Personal
Effect: Spend a healing surge, and you gain a +2 power bonus to your next attack and damage roll before the end of your turn.

Aerial Strike Fighter Attack 10
You launch up and attack a target overhead.
Encounter @ Martial
Requirement: You must be trained in Athletics and cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Move Action Personal
Effect: Your next attack during this turn can target a creature flying 4 squares (20 feet) or less over any square adjacent to you, as though you were adjacent to it.

LEVEL 13 ENCOUNTER POWERS

Black Frost of the Kimkik Fighter Attack 13
A smashing attack from your weapon leaves your opponent reeling as though frozen.
Encounter @ Martial, Weapon, Cold
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Fortitude
Hit: 2[W] + Strength modifier damage and the target is immobilized until the end of your next turn. If you have an action point you can treat this attack’s damage as cold and you can spend that action point to have the target restrained instead.
Weapon: If you are wielding a Hammer, Mace or Pick, the target is dazed instead of immobilized. It is still only restrained if you spend the action point.

Thumbscrew Strike Fighter Attack 13
Your blade weaves a deadly pattern in the air that slices wrists and fingers.
Encounter @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength + Dexterity modifier damage and the target takes a -2 penalty to attack rolls until the end of your next turn. If you marked the target, the penalty to attack rolls that do not include you as a target is 1 + your dexterity modifier.

Counter Cut Fighter Attack 13
The tip of your blade meets your opponent’s attack and unbalances it entirely.
Encounter @ Martial, Weapon
Immediate Interrupt Melee Weapon
Weapon: If you are wielding a staff, the range becomes Melee Weapon + 1.
Trigger: An enemy attacks you or an ally adjacent to you.
Weapon: If you are wielding a staff or polearm, the ally can be up to 2 squares away.
Target: The triggering enemy
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and the target takes a -4 penalty to the triggering attack roll. If this causes the attack to miss, the target takes 1[W] extra damage.

Across The Eyes Fighter Attack 13
You swing your blade before the target’s face and temporarily end its vision.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and the target is blinded until the end of your next turn.

LEVEL 15 DAILY POWERS

War Brand Of The Tokoyki Fighter Attack 15
You exhibit incredible power and lay an irresistible challenge before an opponent.
Daily @  Martial, Weapon
Standard Action Melee Weapon
Effect: This power is “Reliable” as long as you have an action point.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target cannot attack creatures other than you (save ends). If you have an action point, you can treat this attack’s damage as necrotic damage which cannot be resisted.

Diving Raptor’s Talons Fighter Attack 15
You charge at the enemy with your sword in front of you, fearlessly driving them back.
Daily @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Special: You can use this power in place of a melee basic attack at the end of a charge.
Standard Action Close Blast 1
Target: Each enemy in blast
Hit: 3[W] + Strength modifier damage and you push the target 2 squares and knock it prone.
Miss: Half damage and you can shift 3 squares. You can shift through enemy squares this way, but must end your movement in an unoccupied square.

LEVEL 16 UTILITY POWERS

Climb The Clouds Fighter Utility 16
You build up speed and bound swiftly up a steep surface.
Daily @  Martial
Requirement: Must be trained in Athletics.
Move Action Personal
Effect: You shift your speed + your dexterity modifier, ignoring difficult terrain. If you walk adjacent to a sheer surface, you can continue your movement climbing it, but must end your movement on a stable surface or you fall to the ground.

Leap The Continent Fighter Utility 16
Your bounds are the stuff of legends.
Encounter @ Martial
Move Action Personal
Effect: You high jump 5 feet (1 square) per point of Dexterity or Constitution modifier (whichever is highest), or long jump your speed. If you have an action point, you teleport 4 squares instead.

LEVEL 17 ENCOUNTER POWERS

Stroke of Golden Fires
Fighter Attack 17
Your attack rends your opponent’s flesh, leaving him as though burnt stiff.
Encounter @ Martial, Weapon, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier fire damage and the target cannot shift until the end of your next turn.
Miss: 1[W] + Strength modifier fire damage.

Blade of Uttercold Fighter Attack 17
The touch of your steel on an enemy freezes it where it standards.
Encounter @ Martial, Weapon, Cold
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier cold damage and the target is immobilized until the end of your next turn. The target can end the immobilization as a minor action by dealing 3d6 cold damage to itself.

Edge of the Hurricane Fighter Attack 17
You pull two enemies off their balance before making a brutal sweep.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Weapon: You can wield a staff or polearm for this attack despite it being a two-handed weapon.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs Fortitude
Hit: You push the target 2 squares. You can shift 2 squares and make a secondary Close Burst 1 attack against each enemy.
Secondary Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage.
Weapon: If you are wielding an axe, mace or hammer, you can push the target 2 + your constitution modifier squares instead. If you are wielding a heavy blade, light blade or a flail, you can shift 2 + your dexterity modifier squares instead. If you are wielding a spear, staff or polearm, the secondary attack is a Close Burst 2 instead.

Indomitable Heart of the Apekar Fighter Attack 17
The passion in your heart burns away all pain and inadequacy.
Encounter @ Martial, Weapon, Healing
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and you can spend a healing surge. If you were bloodied, you gain a +2 power bonus to AC and saves against Fear until the end of your next turn.

Frenzied Blood of the Asura Fighter Attack 17
With a resounding cry, you break free of a blight upon your body and use the momentum to deal great damage to an enemy.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and you can roll a saving throw against one condition currently affecting you. If you succeed on your saving throw, this attack deals 2[W] extra damage.

LEVEL 19 DAILY POWERS

Sever The Heavens Fighter Attack 19
You leave behind the earth and cross blades with the sky.
Daily @  Martial, Weapon, Reliable
Requirement: You must charge and use this power instead of a melee basic attack. You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Effect: You fly during your charge instead of moving along the ground and make an attack.
Special: If after your attack you are not standing on a stable surface, you fall to the ground.
Target: One creature
Attack: Strength vs AC
Hit: 4[W] + Strength modifier damage and the target is marked (save ends).

Water-Slicing Blade Fighter Attack 19
Your blade flows through an opponent, shaking its very core.
Daily @ Martial, Weapon, Lightning, Reliable
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier lightning damage and the target is dazed (save ends).

LEVEL 22 UTILITY POWERS

Exceed The Second Sky Fighter Utility 22
You can leap across great distances with little effort.
At-Will @  Martial
Requirement: You must be trained in Athletics.
Move Action Personal
Effect: You can high jump 20 feet (4 squares) or long jump your speed.

Worldly Willpower Fighter Utility 22
You excise every malady plaguing you in a single act of grit.
Daily @ Martial
Minor Action Personal
Effect: You roll a saving throw against each effect on you that a save can end, and have a bonus to those saving throws equal to your wisdom modifier.

LEVEL 23 ENCOUNTER POWERS

Freezeflame Surge Fighter Attack 23
Wreathed in ice and fire, your weapon strikes in vicious step with you and forces back your opponents.
Encounter @ Martial, Weapon, Cold, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier fire damage, and you can push the target 2 squares and shift 1 square. If you do, make a secondary attack against a different target.
Secondary Attack: Strength vs AC
Hit: 2[W] + Strength modifier cold damage, and you push the target 1 square and it is immobilized until the end of your next turn.

Undaunted Challenger Fighter Attack 23
Your foe cannot escape your sight.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and the target is marked (save ends).
Effect: If the target becomes invisible or hides, you have a +10 bonus to Perception checks made against it for as long as it remains marked by you.

Crossing The Red Gates Fighter Attack 23
You charge with great force, each strike you deliver pushing your opponent back until you’ve isolated it.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Weapon: If you are wielding a staff or polearm, you can make this attack with it despite it being a two-handed weapon.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC, three attacks
Hit: 1[W] + Strength modifier damage. After each attack, you slide the target 1 square and shift to a square adjacent to the target.

Aura-Slicing Strike Fighter Attack 23
The things your blade cannot cut, do not exist.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Will
Hit: 3[W] + Strength modifier damage and the target takes ongoing 5 damage (save ends).

LEVEL 25 DAILY POWERS

Ashura Stance Fighter Attack 25
Your aura rages as you suddenly seem to have numerous arms and numerous weapons.
Daily @ Martial, Weapon, Illusion, Stance
Minor Action Personal
Effect: Whenever you attack a target marked by you, you can make an extra basic attack against it that deals 3[W] damage as a free action, or you can make two extra basic attacks against it that deal 1[W] damage as a free action. Adjacent squares to you become difficult terrain. You can end this effect as a minor action.

Tide of Adamant Steel Fighter Attack 25
You smash an opponent away and catch up in a flash, batting the foe out of the air.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a versatile weapon in two hands.
Target: One creature
Attack: Strength vs AC
Hit: You push the target 3 + your strength modifier squares and shift that many squares, but you must end your movement adjacent to the target.
Miss: You push the target 3 squares and shift that many squares, but you must end your movement adjacent to the target.
Effect: Make a secondary attack against the same target.
Secondary Attack: Strength vs AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage

LEVEL 27 ENCOUNTER POWERS

Blazing Avalanche of Septinum Fighter Attack 27
You are suddenly covered in fell fires and foul frost, and strike upon your opponents in an instant.
Encounter @ Martial, Weapon
Standard Action Close Burst 1
Weapon: If you are wielding a staff or polearm, this attack is a Close Burst 2.
Effect: You can shift your wisdom modifier squares before making this attack.
Target: Each enemy in burst you can see
Attack: Strength Vs AC
Hit: 4[W] + Strength modifier cold and fire damage.

Secret Sword Fighter Attack 27
A pair of slashes appear on your opponent’s flesh, but from where did the blade come?
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Minor Action Melee Weapon
Target: One creature
Attack: Strength vs Reflex, two attacks
Hit: 1[W] + Strength modifier damage.
Effect: The target treats all squares adjacent to you as difficult terrain until the end of your next turn.

Mythic Sword Fighter Attack 27
You need only draw your weapon to cripple your foes.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage.
Effect: The target is Stunned until the end of your next turn.

LEVEL 29 DAILY POWERS

The Blade Anathema Fighter Attack 29
You swipe your blade against one enemy, but a storm of cuts strikes them all instead.
Daily @  Martial, Weapon
Standard Action Close Burst 5 centered on one adjacent enemy.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage

Full Attack Fighter Attack 29
Resolute, you drive forward and launch a brutal onslaught.
Daily @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC, four attacks.
Hit: 1[W] + Strength modifier damage per attack.
Miss: Half damage per missed attack

Paragon Path: Nati Rondo Adept

My sword is a part of my body; I feel through it, I see through it, my blood flows through it.

Prerequisite: Fighter, 11th level

You are an adept of the Nati Rondo school of swordsmanship, a brotherhood with no masters or organization, only teachers and students. The only constant is the belief in lightly armored and unencumbered fighters wielding versatile weapons. The Nati Rondo teaches ways to increase one’s speed and ability to endure pain, while advancing the arts of the body and sword, learning time-honored traditions of battle while pushing the boundaries of swordsmanship ever further.

Nati Rondo Adept Path Features

Adept’s Action (11th level): Whenever you spend an action point to take an extra action, you can shift 2 squares before or after using that extra action.

Breathing Skin (11th level): You add your Constitution modifier as a bonus to AC while wearing cloth or no armor.

Elusive Step (16th level): You gain a +1 bonus to speed and can shift 1 square as a minor action once per turn.

Signature Technique (20th level): You can choose a Level 15 or 19 Daily Melee Weapon power from any class with the martial power source (barring Paragon Paths) as your Level 20 Daily Path Power. You can rename that power as you wish.

Nati Rondo Adept Powers

Iajutsu Focus Nati Rondo Adept Attack 11
In an instant, you’ve drawn your weapon and sliced past your opponent.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and you can shift 2 squares. You can shift through an opponent’s square, but must end your movement in an unoccupied square. If you drew your weapon in the same action you used to make this attack, it deals an extra 1[W] damage.

Invulnerable Skin Nati Rondo Adept Utility 12
Your body shrugs off even powerful blows.
Encounter @ Martial
Minor Action Personal
Effect: Until the end of your next turn, you have Resist 5 + constitution modifier to all damage.

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Categories: D&D 4e, RPG | 11 Comments

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11 thoughts on “Might of Eden: Mythic Fighter

  1. Dark080matter

    Gorgeous. I might have mentioned this before, but the elemental At-wills are fantastic. The 1-hand/no-Shield style is good and rather surprising in it’s usefulness (you really did make it good enough to be a legitimate choice, cool). Maybe a few feats for this weapon style would be in order?

    I like the Arcane Swordmaster feat so much that I think most of those bonuses SHOULDN’T have to be a feat and should instead be automatic with Paragon multi-classing (this gripe really goes out to Wizards…), although it is indeed worth it for the ability to use Wizard powers off of Strength (interesting, nice take on that btw)

    Two powers that stood out to me as something that might be looked at:
    Sword Sword of Fate (encounter 7)
    As a design decision, this power confuses me a bit. It just seems like a bad choice on the part of the player to spend an Encounter attack slot on something he won’t be able to use 1 out of 2 encounters (possibly more or less depending on the rate of milestones/day the party has, compared to their total encounters). This would make more sense as a Daily, otherwise it’s hard to foresee people taking the power much.

    Seven-Fold Doom (Daily 25)
    “…If six or more attacks hit, the target is dazed and immobilized (save ends both), and marked by you and all of your allies until the end of your next turn.”

    Marked by you and all of your allies? That’s an… umm… impressive mark. Although an enemy marked by an entire party kind of defeats the purpose, yes?

  2. Sworn Sword isn’t something you just take lightly. It’s for luck nuts who want to hit no matter what, and deals very solid damage for its level. I will revise to ease up a little on the requirement, but really, it isn’t meant to be taken lightly, as I said. It warrants the restrictions it has.

    Seven-Fold Doom’s omni-mark is just funning around. Yes, it’s just an attack roll penalty at that point, but it WOULD trigger effects that require a marked target. Otherwise yes, it is pretty much just showing off and flavor.

  3. Andrew

    Like the unarmed strike feats.

  4. croisvoix

    Maybe let them get enchantments added to their hands also wtih that feat? IE I don’t know actually what a nice generic fluff reason was. (Back in 3.5e I allowed enchantment wtih implanted gems, but my players had a thing for shiny)

  5. I don’t want to do that, because I’m coming up with items that resemble claw weapons and gauntlets and such, which is what you’d use if you want flaming fists.

  6. croisvoix

    Ah okay. Works for me.

  7. Basically, the weapons’ proficiency feat is the Improved Unarmed Strike feat, and they will do things like increase damage die, and add abilities like Brutal, as well as allow for enhancement bonuses and weapon magic.

  8. croisvoix

    I like. I like a lot. Unlike AV which made them take up 2 inventory spaces.

  9. Yep, that sort of bugged me…few people as-is really spend a lot of cash on foot/hand slot stuff, they don’t need to be even MORE discouraged by it. Some would say my idea isn’t really balanced compared to Wizards’ nuking your arm slot, but…I can’t say I super care much about that.

  10. croisvoix

    I don’t get how its balanced to have the arm slot nuked. I thought that was pretty dumb on their part.

  11. Pingback: Spirits of Eden: The Work So Far « The Spirits of Eden

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