特技 |
Weapon Proficiency (Execution axe):You gain proficiency with the Execution axe.
Two-Handed Weapon Expertise:You gain a +1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a +1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Power Attack:When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
This extra damage increases by level, as shown on the table below, but the attack penalty remains the same.
<table>Level Extra Damage (Two-Handed Weapon)
1st?10th +2 (+3)
11th?20th +4 (+6)
21th?30th +6 (+9)</table>
Iron Will:You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
Defensive Mobility:You gain a +2 bonus to AC against opportunity attacks.
Skill Power:You gain a skill power of your level or lower from a skill in which you are trained.
Initiate of the Faith:You gain training in the Religion skill.
Once per day, you can use the cleric\'s healing word power.
In addition, you can use a holy symbol as an implement. |
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無限回パワー |
Melee Basic Attack
~ You resort to the simple attack you learned when you first picked up a melee weapon. ~
At-Will ◆ Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage. |
Ranged Basic Attack
~ You resort to the simple attack you learned when you first picked up a ranged weapon. ~
At-Will ◆ Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage. |
Devastating Strike
~ You strike with awesome power, more concerned with offensive strength than defensive posturing. ~
At-Will ◆ Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a melee weapon in two hands.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d8 + Strength modifier damage.
Level 11: 1[W] + 2d8 + Strength modifier damage.
Level 21: 2[W] + 3d8 + Strength modifier damage.
Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
Level: 1 |
Howling Strike
~ With a blood-freezing scream, you throw yourself into the fray. ~
At-Will ◆ Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a melee weapon in two hands.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Level 11: 1[W] + 2d6 + Strength modifier damage.
Level 21: 2[W] + 3d6 + Strength modifier damage.
Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
Level: 1 |
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遭遇毎パワー |
Inevitable Strike
~ Elemental power flows through you, providing you with keen accuracy and sharper striking force. ~
Encounter ◆ Elemental, Weapon
No Action Personal
Trigger: You make a melee weapon attack roll.
Effect: Make the attack roll twice. If both attack rolls hit, the target takes 1d8 extra damage.
Level 11: 2d8 extra damage.
Level 21: 3d8 extra damage. | |
Furious Assault
~ Your monstrous wrath burns inside you, giving strength to your attack. ~
Encounter ◆ Elemental, Weapon
Free Action Personal
Trigger: You hit an enemy with an attack.
Effect: The attack deals 1[W] extra damage if it\'s a weapon attack or 1d8 extra damage if it is not a weapon attack. | |
Roar of Triumph
~ Your howl of victory shakes your enemies to the core, as they know your blood thirst is not yet quenched. ~
Encounter ◆ Fear, Primal
Free Action Close burst 5
Trigger: Your attack reduces an enemy to 0 hit points
Target: Each enemy in the burst
Effect: Each target takes a -2 penalty to all defenses until the end of your next turn. | |
Savage Cut
~ You drive your weapon into your enemy in the way that the jaws of a wolf seek its prey\'s throat, and you rend it savagely. ~
Encounter ◆ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + 1d8 + Strength modifier damage.
Level: 1 | |
Daring Charge
~ You leap forward and charge your foes. Those who try to strike you as you charge ahead only embolden your attack. ~
Encounter ◆ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a +2 bonus to the attack roll and the damage roll for each opportunity attack made against you while you charge.
Thaneborn Triumph: You gain a bonus to AC equal to your Charisma modifier against any opportunity attack you provoke during your charge.
Level: 3 | |
Shattering Strike
~ The primal force flowing from your body enables your attack to strike true even against ethereal targets. ~
Encounter ◆ Force, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier force damage. This damage ignores the insubstantial quality.
Level: 7 | |
Snap Out of It
~ A smack across the face brings your ally back to his or her senses. ~
Encounter ◆ Primal, Rage, Weapon
Minor Action Melee touch
Level: 10
Target: One ally subject to a dazing, dominating, or stunning effect that a save can end
Effect: The target makes a saving throw against the effect.
Prerequisite: You must be trained in Intimidate. | |
Prophecy of Doom
~ You predict dire results for your enemy. ~
Encounter ◆ Divine
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This effect lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.
Level: 11 | |
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1日毎パワー |
Life-Ending Strike
~ You lash out at your enemy with a mighty strike that presages the end of its life. ~
Daily ◆ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Special: When charging, you can use this power in place of a melee basic attack.
Level: 1 | |
Ignore Pain
~ When your enemies hurt you, the strength of your rage allows you to shove the pain aside for a time. ~
Daily ◆ Primal
Immediate Reaction Personal
Trigger: You take damage.
Effect: You gain temporary hit points equal to the triggering damage.
Level: 2 | |
Rage Strike
~ You channel your primal rage into a devastating attack. ~
Daily (Special) ◆ Primal, Weapon
Standard Action Melee weapon
Requirement: You must be raging and have at least one unused rage power.
Target: One creature
Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power.
Hit: You deal damage based on the level of the rage power you expend:
1st level 3[W] + Strength modifier
5th level 4[W] + Strength modifier
9th level 5[W] + Strength modifier
15th level 6[W] + Strength modifier
19th level 7[W] + Strength modifier
20th level 7[W] + Strength modifier
25th level 8[W] + Strength modifier
29th level 9[W] + Strength modifier
Miss: Half damage.
Special: You can use this power twice per day. | |
Combat Surge
~ As your attack goes awry, you react from the heat of your rage, without pause or thought, reversing your weapon and striking again. ~
Daily ◆ Primal
Free Action Personal
Trigger: You miss with an attack
Requirement: You must be raging.
Effect: You reroll the attack.
Level: 6 | |
Flying Serpent Rage
~ Coiling, spitting, and darting, you react to the enemy\'s charge with brutal swiftness. ~
Daily ◆ Primal, Rage, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy charges you or an ally
Effect: Before the attack, you shift 6 squares.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Before the attack, you shift 6 squares.
Level: 9 | |
Weapon Unity
~ Your essence flows into your weapon so that you and it are one. ~
Daily ◆ Elemental, Stance
Minor Action Personal
Effect: You assume the weapon unity stance. Until the stance ends, your melee weapon attacks can score a critical hit on a roll of 19-20. You also gain a +2 power bonus to opportunity attack rolls.
Level: 10
Prerequisite: Ironwrought | |
Healing Word
~ You utter a soothing word that mends wounds of the body and spirit. ~
Daily ◆ Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points. | |
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汎用パワー |
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儀式 |
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