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worth to the party by aiding allies.

The Tyrant merely


Tyrant ] gives the word, and makes sure people follow it…
“You will do what I say, how I say, when I say, and one way or another.
you will enjoy it. Do I make myself clear?” Most non-evil Tyrants believe (if nothing else) that
their ruthless tactics are for the good of the whole,
Class Traits either for the party or whatever else they’re fighting
Role: Controller. You are a dominating presence on for. They may not be liked by those who they lord
the battlefield, and force others to do your bidding over, but they may (at least) be tolerated for the
through intimidation or brute force. Depending on assistance they can provide.
your choice of powers, you may also lean toward
Leader or Defender as your Secondary role. Creating a Tyrant
Power Source: Martial. You rely on your cunning, You may use these build options to advise your
force of will, and undeniable presence to enforce decisions when creating a Tyrant character.
your desires on your enemies and your allies.
Key Abilities: Charisma, Strength, Intelligence Enticing Tyrant
Enticing Tyrants have a unique style of control;
Armor Proficiencies: Cloth, Leather, Light Shield
presenting the enemy an option between two effects,
Weapon Proficiencies: Simple melee, simple
both of which aid you and harm the other side. The
ranged, military ranged
Enticing Tyrant runs almost exclusively on Charisma,
Implements: Favored Weapon
but you might consider boosting Intelligence and
Bonus to Defense: +2 Fortitude or +2 Will
going for Hide Armor if you want a high AC.
Otherwise, you could boost Strength to qualify for
Hit Points at 1st Level: 10 + Constitution score
Scale Proficiency, and carry a shield to offset your
Hit Points per level gained: 5
lower Reflex defense. You may also want to keep
Healing Surges/day: 7 + Constitution modifier.
your Strength score high; in case you want to take
Tyrant powers which rely on Strength.
Trained Skills: Intimidate. From the list below,
Suggested Feat: Enticing Leader
choose three more trained skills at 1st level/
Suggested At-Wills: Eye of Dire Warning,
Class Skills: Athletics (Str), Bluff (Cha), Intimidate
Intimidating Strike
(Cha), Insight (Wis), History (Int), Thievery (Dex),
Suggested Encounter Power: Get Back Here!
Religion (Int), Streetwise (Cha).
Suggested Daily Power: Diatribe of Fleeting Hope
Build Options: Enticing Tyrant, Intimidating Tyrant, Intimidating Tyrant
Manipulative Tyrant, Ruthless Tyrant Intimidating Tyrants control the battlefield by their
Class Features: Oppressive Leader, Dominating fearful poise and subtle aura of terror. You should
Presence, Subjugating Word make Charisma your first priority, and having a high
Tyrants are uncompromising leaders who rule their Strength score benefits some of your powers.
subordinates with an iron fist. Tyrants direct their Intelligence is only needed for high AC and Reflex,
allies in battle through threats and sheer intimidation, but you could opt for Chain Armor and a Shield to
and force their enemies into submission through their cover that weakness instead. However, if you go that
willpower and the controlling power of their presence route, beware of the speed penalties for heavy armor,
on the field. as mobility is important to keep you safe.
You may be a ruthless monarch on a campaign to Suggested Feat: Defensive Mobility
expand the territories of your domain as far as they Suggested At-Wills: Intimidating Strike, Tyrannical
can go, or you could be a low-level thug in a street Strike.
gang who bullies your party into doing your bidding, Suggested Encounter Power: Terrorizing
crawling your way to the top through intimidation Formation
and sheer force of will. Suggested Daily Power: Aura of Dreadful Malice
Not all Tyrants are of the megalomaniacal overlord
mold, nor are they necessarily evil (though most Manipulative Tyrant
Tyrants are Lawful). A guild enforcer or a captain in Manipulative tyrants have the ability to defend
an army can be a Tyrant to those who serve under allies, although in a much different way than real
him or her. The important thing is not the social defender classes. A Manipulative Tyrant doesn’t
status of the individual, but their method of gaining much like getting attacked, but he can provide the
the cooperation of fellow adventurers; The Paladin or enemy penalties for attacking allies other than the
Fighter may gain their allies’ respect through their ones he wants them to. Make Charisma your best
loyalty in battle, a Wizard or Cleric might prove their score, because your Powers rely on it. Intelligence is
vital for a Manipulative Tyrant, so make sure you
have a decent Intelligence, and make Strength your Ruthless Presence: When an enemy spends an
third best score, to improve your Fortitude defense, action point to take an extra action, you may
and allow you to dabble in Ruthless Tyrant powers. designate one bloodied creature within 5 squares.
Suggested Feat: Master Manipulator Until the end of that creature’s next turn, all attackers
Suggested At-Wills: Tyrannical Strike, Eye of Dire gain a bonus to attack rolls and damage rolls against
Warnings the target equal to your Strength modifier.
Suggested Encounter Power: Humiliating Assault
Suggested Daily Power: Conspirator’s Confession Subjugating Word
Using the Subjugating Word power, Tyrants can
browbeat their enemies into being non-hostile for a
Ruthless Tyrant short period of time. While they are in this state, the
Ruthless Tyrants are direct and forceful, focusing Tyrant and his or her allies can make use of the
on hard control effects which push, slide, daze, and subjugated enemy in a number of ways.
immobilize enemies so they can’t threaten their
allies. You rely on Strength to get your point across, Implements
so make that your highest score. You’re also going to As a driven ruler with a tendency of making
want Charisma, which some of your powers gain enemies, you wisely chose to become proficient in
benefits from. Intelligence is less important because defending yourself from assassinations. You chose a
you’re likely to wear heavy armor, but it can’t hurt to weapon which suited your style, and practiced with it
have a little extra Reflex defense. until it became so close to you that its steel was
Suggested Feat: Armor Proficiency (Plate) almost a part of your very soul.
Suggested At-Wills: Motivational Shove, Impudent Choose one weapon with which you are Proficient.
Fool You may add the enhancement bonus of any weapon
Suggested Encounter Power: Driving Smite of the same kind as your Favored Weapon (for
Suggested Daily Power: Dominate the Attack. instance, any enchanted Dagger) to the attack and
damage rolls of Tyrant powers and Paragon Path
Tyrant Class Features powers with the Implement Keyword. Do not add
All Tyrants have the following Class Features. your proficiency bonus to your attack roll when using
Oppressive Leader a weapon as an implement. You may still use powers
When your enemies roll initiative at the beginning of with the Implement Keyword without an Implement.
an encounter, each enemy who can see or hear you You may change your Favored Weapon to a
takes a -2 penalty to initiative. different weapon by using an Extended Rest to
become accustomed to the new weapon (this is not
Dominating Presence strenuous activity, so you still get all the normal
Tyrants control the flow of battle using the force of benefits of the extended rest).
their presence on the battlefield. Each Tyrant,
however, has a unique style of command. Choose one Tyrant Powers
of the following benefits. You call your powers martial Exploits, though in
Enticing Presence: When an enemy spends an truth your deeds are mostly driving your allies and
action point to take an extra action, choose one corrupted enemies through scare tactics and honeyed
creature within 5 squares of you who can see and words. Depending on your build, some powers may
hear you. The target can choose to gain temporary hit be better suited for you than others, but you may
points equal to 5 + your Charisma modifier. If an choose any powers you wish.
enemy gains temporary hit points in this way, the
target grants combat advantage (save ends). It may
Class Feature
The Tyrant’s Subjugating Word class feature works
not make a save against this effect while it has
like a power, and is presented below.
temporary hit points remaining from this feature.
Intimidating Presence: When an enemy spends an Subjugating Word ]]
action point to take an extra action, you may chose to You threaten an enemy so severely that it loses the
weaken any enemy within 5 squares of you who can will to oppose you, and agrees to help.
see and hear you until the end of its next turn. Encounter ◊ Martial, Charm
Manipulative Presence: When an enemy spends Special: You may use this power twice per encounter
an action point to make an attack, you may choose but only once per round. At 16th level you can use
yourself or an ally within range of the attack. If the this power three times per encounter.
enemy targets only that creature, it gains a bonus to Minor Action Close Burst 5
the attack and damage rolls of that attack, otherwise (10 at 16th level)
it takes a penalty to the attack and damage rolls. The Target: One bloodied enemy who can see and hear
bonus or penalty equals your Intelligence modifier. you.
Attack: Charisma vs. Will Miss: The target grants combat advantage to an ally
Hit: Until the end of your next turn, the target is an of your choice until the end of your next turn.
enemy convert. Enemy converts count as allies for
the purposes of flanking and for powers and class Impudent Fool ]]
features which target allies. Enemy converts cannot You thrust out your hand and choke the life out of a
attack you or your allies, but will also not necessarily filthy peasant who dares to oppose you!
attack your enemies. If you or your allies attack an At-Will◊ Martial, Implement
enemy convert, the effect ends after that attack is Standard Action Melee Touch
resolved. If an enemy convert would be targeted by a Target: One creature of your size or smaller
power that has different effects on allies and enemies, Level 21: One creature of your size, smaller than
you may choose to treat the enemy convert as either. your size, or up to one size larger than you.
Attack: Strength vs. Fortitude
Note: When a power with a range of Melee or Ranged Hit: 1d6 + Strength modifier damage, or 2d6 +
Weapon lists two different defenses in the attack block, the Strength modifier damage at 21st Level. The target is
first defense listed is used if the attack you made was a grabbed (until escape).
melee attack and the second defense is used if your attack
was a ranged attack. Intimidating Strike ]]
Your fierce visage fills your enemy with dread,
Level 1 At-Will Exploits
making them reluctant to come near you.
Motivational Shove ]] At-Will◊ Martial, Implement, Fear, Zone
Your ally’s cowardice disgusts you, so you kick him Standard Action Melee or Ranged Weapon
toward the enemy and use him as bait. Target: One creature
At-Will◊ Martial, Charm, Weapon Attack: Charisma vs. Will
Standard Action Melee Touch Hit: 1[W] + Charisma modifier damage, or 2[W] +
Target: One Ally Charisma modifier damage at 21st level. Until the end
Attack: Strength vs. Reflex of your next turn, you generate a zone of difficult
Special: If the target is willing, you may choose to terrain in a close burst 1. The zone is centered on
forgo making the attack roll. you, and moves with you when you move.
Hit: You push your ally 1 square and he or she grants Level 1 Encounter Exploits
combat advantage to your enemies until the end of
his or her next turn. If an enemy attacks the target Terrorizing Formation ]]
during this time, that enemy grants combat advantage The fury with which you attack briefly results in the
until the end of its next turn. enemy losing their nerve to attack you or your allies.
Encounter◊Martial, Implement, Psychic, Fear
Eye of Dire Warnings ]] Standard Action Ranged Weapon
You give your ally a fierce glare as you strike to Target: One creature
remind them that you will not suffer incompetence! Attack: Charisma vs. Will
At-Will◊ Martial, Implement, Rattling Hit: 1[W] + Charisma modifier damage. Each enemy
Immediate Reaction Melee or Ranged Weapon adjacent to you takes a -2 penalty to damage rolls
Trigger: An ally misses with an attack until the end of your next turn.
Target: The target of the triggering attack Intimidating Presence: The penalty to damage rolls
Attack: Charisma vs. Reflex is instead equal to your Strength modifier.
Hit: 1[W] + Charisma modifier damage and the ally
who made the triggering attack gains a +2 power Humiliating Assault ]]
bonus to his or her next attack roll. You taunt your enemy with cruel words, wounding
his pride to provoke him into a reckless stance.
Tyrannical Strike ]] Encounter ◊ Martial, Implement, Rattling
You bait an enemy into making a hastily planned Standard Action Ranged 10
attack. If they miss, your ally strikes them down. Target: One creature
At-Will◊ Martial, Psychic, Charm, Implement Attack: Charisma vs. Will
Standard Action Ranged Sight Hit: 1d10 + Charisma modifier psychic damage and
Target: One enemy who can see and hear you. the target takes a -2 penalty to a defense of your
Attack: Charisma vs. Will choice until the end of your next turn.
Hit: The target makes a basic attack against an ally Manipulative Presence: Choose one ally within 3
of your choice within range of its attack. The target squares of the target. If the target’s next attack before
takes a penalty to the attack roll equal to ½ your the end of its next turn doesn’t include that ally as a
Intelligence modifier. If the attack misses your ally, target, the penalty to the chosen defense becomes
the target takes the damage that attack would have equal to your Intelligence modifier, instead of -2.
dealt to your ally instead.
Driving Smite ]] calling a real, physical creature onto the battlefield,
You attack an enemy viciously, forcing them back rather than a spirit, angel, or magical construct.
into a pack of its allies and knocking them down. How exactly you flavor this is up to you and your
Encounter ◊ Martial, Weapon DM, but in general it’s best to assume that any
Standard Action Melee Weapon creatures you can summon are traveling with you,
Target: One creature waiting to be called to serve. Of course, animals and
Attack: Strength vs. Fortitude soldiers tire easily after a prolonged battle, so you
Hit: 1[W] + Strength modifier damage and you push can’t call on them as much as you want (after all, real
the target 2 squares. The target may enter other creatures need to eat, rest, and relieve themselves).
enemies’ spaces during the push, and if so, you may
either slide that enemy 1 square, or knock it prone. Like Arcane summons, the Tyrant’s summoning
Ruthless Presence: The number of squares you push powers are all minor actions, and the creatures being
the target is 1 + your Charisma modifier. summoned can make opportunity attacks. However,
they don’t get a free attack as part of the summoning,
Get Back Here! ]] unlike Druid summons. Being real creatures, though,
You catch a feckless coward trying to escape, and they do get an instinctive action like a Druid
coax him back into line with promises or threats. summon, which summoned creatures will use
Encounter ◊ Martial, Weapon automatically at the end of your turn if you don’t give
Standard Action Ranged or Melee Weapon them orders.
Target: One creature
Attack: Charisma vs. Reflex Diatribe of Fleeting Hope ]]
Hit: 1[W] + Charisma modifier damage. Choose an You boast about the prowess of your team and
ally within 5 squares of the target and slide them to ridicule the enemy, filling your target with despair
any square adjacent to the target. and hopelessness.
Enticing Presence: Your ally gains temporary hit Daily ◊ Martial, Implement, Psychic, Fear
points equal to 5 + your Charisma modifier if he or Standard Action Ranged 10
she begins his or her next turn adjacent to the target. Target: One creature
Attack: Charisma vs. Will
Level 1 Daily Exploits Hit: 3d8 + Charisma modifier psychic damage.
Effect: The target takes a -1 penalty to damage rolls
Legions of Doom ]] until the end of the encounter. Each time you or an
You call out your loyal soldiers to fight for you.
ally hits the target, or the target misses you or one of
Daily ◊ Martial, Implement, Summoning
your allies with an attack, this penalty increases by 1,
Minor Action Ranged 20
to a maximum of a -10 penalty to damage rolls.
Effect: You summon a number of Stalwart Soldiers
equal to your Charisma modifier, and deploy them to Dominate the Attack ]]
unoccupied squares within range. Each Soldier is a Under your firm leadership, your allies press
minion with a speed of 6. They are medium natural forward and your enemies are driven before you.
humanoids with 1 hit point each, and never take Daily ◊ Martial, Implement
damage on a miss. When you summon the Stalwart Standard Action Area Burst 2 within 10
Soldiers, you may spend an additional healing surge Target: Each enemy in burst
to provide your minions with temporary hit points Attack: Strength vs. Fortitude
equal to your healing surge value. You can spend the Hit: 2[W] + Strength modifier damage and slide the
appropriate action on your turn to command the target 3 squares. Each ally in the burst has combat
soldiers. As a free action, you may designate an ally advantage against the target, and may shift 1 square.
within a soldier’s line of sight to be the target of the Effect: Until the end of the encounter, when you or
soldier’s “guard” Instinctive action (see below). your allies shift, you may also slide one enemy
Instinctive Action (Guard): The soldiers will adjacent to them 1 square as a free action.
arrange themselves in a defensive formation around
you, or the creature you have designated for them. Conspirator’s Confession ]]
Minor Action: Move each soldier its speed. You convince an enemy that one of their own is
Standard Action: Greatspear attack; Reach 2; working for you, and watch the hilarity ensue.
Strength vs. AC; 1d10 + Strength modifier damage. Daily ◊ Martial, Psychic, Implement, Charm
Opportunity Attack: Soldiers make opportunity Standard Action Ranged Sight
attacks against any target in their melee reach (2); Target: One creature who can see and hear you
Strength vs. AC; 1d10 + Strength modifier damage. Attack: Charisma vs. Will
Hit: The target makes a melee basic attack against an
Martial Summoning: Unlike other power sources’ adjacent enemy of your choice, with a bonus to the
summons, Martial summoning powers represent attack roll equal to your Intelligence modifier. If the
attack hits, it does additional damage equal to your Minor Action Melee Touch
Intelligence modifier + your Charisma modifier. Target: One bloodied enemy
Effect: An enemy of your choice adjacent to the Effect: The target may regain hit points equal to your
target can provoke opportunity attacks from the target strength modifier. If it does, it is restrained until the
(save ends), and the target must make any attacks of end of your next turn.
opportunity the chosen enemy provokes from it.
Level 3 Encounter Exploits
Aura of Dreadful Malice ]]
As you close in for the kill, your dreadful poise Sunder the Line ]]
spooks the enemy so much that they can’t move. With a signaling shot, you send your troops outward
Daily ◊ Martial, Implement, Psychic, Zone, Fear to throw the enemy’s formation into disarray.
Standard Action Close Blast 3 Encounter ◊ Martial, Weapon
Target: Each creature in blast Standard Action Area Burst 1 within 10
Attack: Charisma vs. Will Target: Each enemy in burst
Hit: 2d10 + Charisma modifier psychic damage and Attack: Strength vs. Fortitude
the target is immobilized (save ends). Hit: 1[W] + Strength modifier damage.
Effect: Until the end of the encounter, you generate a Effect: Until the end of your next turn, you or any
zone of fear in a close burst 1 centered on you. This ally who hits the target with a melee attack slides the
zone does not affect your allies, but does affect target 1 square.
enemy converts. An affected creature which begins Steel-Tipped Tempest ]]
its turn in the zone must either shift 1 square away A fusillade forces the enemy to dive for cover.
from you, or take 5 psychic damage. Encounter ◊ Martial, Weapon
Level 2 Utility Exploits Standard Action Close Blast 3
Requirement: You must use a ranged weapon.
A Rock and a Hard Place ]] Target: Each creature in blast
You present the enemy with two options. Both of them Attack: Strength vs. Reflex
are quite delightful… for you, anyway. Hit: 1[W] + Strength modifier damage and either
Encounter ◊ Martial, Weapon slide the target 1 square or knock it prone.
Minor Action Close Burst 10
Target: One enemy in burst Threatening War Cry ]]
Effect: Until the end of your next turn, the enemy As you strike, you shout a fierce war cry that
receives its choice of a penalty to attack rolls, or to motivates a nearby enemy to turn and run.
saving throws, equal to your Intelligence modifier. Encounter ◊ Martial, Implement, Psychic, Fear
Standard Action Melee or Ranged Weapon
Belligerent Tirade ]] Target: One bloodied creature
An enemy offends you and you launch into a Attack: Strength vs. Will
blistering diatribe of insults to distract them. Hit: 1d10 + Strength modifier psychic damage.
Encounter ◊ Martial, Charm Effect: Choose one enemy who can hear you and
Immediate Reaction Close Burst 5 who is within 5 squares. That enemy must end its
Trigger: You grant an enemy combat advantage. next turn a number of squares away from you equal
Target: The triggering enemy. to 1 + your Charisma modifier.
Effect: As long as you grant combat advantage to the
target, or until the end of your next turn, the target Bait the Trap ]]
grants combat advantage to all attackers. You shove an ally out into the middle of the fray and
ready your weapon for a foe to take the bait.
Motivated Escape ]] Encounter ◊ Martial, Weapon, Rattling
Knights are obliged to die for their lord rather than Standard Action Ranged Weapon
flee, but their lords have no such obligation. Effect: You push an ally within 5 squares of you a
Daily ◊ Martial, number of squares equal to your Intelligence
Move Action Personal modifier, and all enemies within 2 squares of your
Requirement: You must be bloodied ally at the end of the push are marked by that ally.
Effect: You may shift twice your speed and gain a +4 Until the end of your next turn, when any enemy
power bonus to all defenses until the end of the makes an attack against that ally, you may make the
encounter, or until you make an attack. following attack as an Opportunity Action provoked
by that attack.
Rub Their Faces in It ]] Trigger: An enemy attacks your ally
You pretend to offer a wounded foe your assistance, Target: The triggering enemy
just so you can drive their faces into the dirt. Attack: Charisma vs. Reflex
Encounter ◊ Martial,
Hit: 1[W] + Charisma modifier damage. Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage and you
Level 5 Daily Exploits knock the target prone. If it stands up before the end
Aura of Deadly Vigilance ]] of your next turn, it takes damage equal to your
With a grimace of determination, you ready your Charisma modifier and you slide it 1 square.
weapon to counter any move the enemy makes. Effect: If your melee reach is greater than 1, you gain
Daily ◊ Martial, Stance, Zone threatening reach until the stance ends.
Minor Action Personal Racing Charioteers ]]
Effect: Until the end of the encounter, you create a You call in a cavalry unit to aid you in battle.
zone of danger centered on you, which moves when Daily ◊ Martial, Implement, Summoning
you do. The area of the zone is a burst with a size Minor Action Ranged 20
equal to your melee reach. You may make a melee Effect: You summon a large chariot and Charioteers
basic attack as a free action against any enemy which and deploy them in unoccupied squares within range.
begins its turn in the zone. The zone only functions The chariot has a speed of 10, and a +4 bonus to AC
while you are wielding a melee weapon, and its effect and Reflex. The Charioteers are medium natural
is suppressed while you are no longer doing so. humanoids with a speed of 6, and a +2 bonus to AC
Blot Out the Sun] ] and Reflex. Each Charioteer (and the chariot) has hit
With a cry of wrath, you and your allies send hails of points equal to your Healing Surge value. The chariot
screaming projectiles raining down on your foes. can carry up to 2 medium creatures, plus the driver,
Daily ◊ Martial, Weapon or 300lbs of cargo. Any creature may attempt to
Standard Action Area Burst 2 within 10 climb onto the chariot as a minor action, if there is
Target: One creature in burst space available.
Attack: Strength vs. Reflex Instinctive Action (Ride): The chariot moves its
Hit: 2[W] + Strength modifier damage, and each speed in a random direction, avoiding opportunity
other enemy in the burst takes 2 damage for each ally attacks and hazards if possible.
within 2 squares of you who is able to make ranged Minor Action: Move the chariot or the Charioteers
basic attacks (up to a maximum of 10 damage). their speed. Charioteers may climb onto or off of the
Miss: Half damage, and each other enemy in the chariot as part of the move. While on the ground, you
burst takes damage equal to the number of allies may move all Charioteers with a single minor action.
within 2 squares of you who are able to make ranged The driver may not exit the chariot.
basic attacks (up to a maximum of 5 damage). Standard Action: One Charioteer makes an attack;
Strength vs. AC; 1d8 + strength modifier damage and
Citizen’s Nightmare ]] the target is marked until the Charioteer’s next turn.
No matter where it turns, your enemies see you Standard Action: One Charioteer makes an attack;
closing in and blocking off all escape routes. Ranged 6/12; Strength vs. AC; 1d8 + Strength
Daily ◊ Martial, Weapon modifier damage and the target is marked until the
Standard Action Melee Weapon Charioteer’s next turn.
Target: One creature Opportunity Attack: Targets triggering enemy;
Attack: Strength vs. Reflex Strength vs. AC; 1d8 + Strength modifier damage,
Hit: 2[W] + Strength modifier damage and target is marked until the Charioteer’s next turn.
Effect: Until the end of the encounter, when the
Level 6 Utility Exploits
target takes a move action while adjacent to you, you
may make the following secondary implement attack Where Angels Fear to Tread] ]
against the target as an Immediate Interrupt. The Your deadly glare and stern visage is enough to
secondary attack has the psychic and fear keywords. make enemies think twice about approaching your
Secondary Target: The triggering enemy allies.
Secondary Attack: Charisma vs. Will Encounter ◊ Martial, Fear
Hit: Charisma modifier psychic damage and the Immediate Interrupt Close Burst 5
target’s move action is wasted. Trigger: An enemy moves adjacent to an ally.
Whirling Dervish ]] Target: The triggering enemy
Effect: The target’s move action ends in the last
Laughing insanely, your body and weapon turns into
square it occupied which was not adjacent to your
a spinning instrument of absolute carnage.
ally. If all squares the target occupied during its move
Daily ◊ Martial, Weapon, Stance
are adjacent to the ally, you cannot use this power.
Standard Action Close Burst Weapon
Requirement: You must wield a melee weapon Ingratiating Stance ]]
Target: Each enemy in burst
With a charming smile, you coerce your foe into Target: Each enemy in the blast
accepting a temporary bargain with you. Hit: 3d6 + Charisma modifier psychic damage. If
Daily ◊ Martial, Stance, Psychic, Charm the target ends its next turn closer to you than where
Minor Action Close Burst 5 it started, it takes psychic damage equal to your
Target: One enemy in burst Strength modifier and you push it one square.
Effect: Until the Stance ends, whenever the target Intimidating Presence: The target takes a -2 penalty
does not attack you or your allies on its turn, it gains to saving throws until the end of your next turn.
temporary hit points equal to your Charisma
modifier, but is weakened until the end of its next Aura of Inevitability ]]
turn. If the target attacks you or your allies on its Your confidence in your plans erodes the enemy’s
turn, it instead grants combat advantage until the start hope that they can succeed against your allies.
of its next turn. Encounter◊Martial, Implement, Psychic, Fear
Standard Action Close Burst 2
I Don’t Think So ]] Target: Each enemy in burst
You foil your enemy’s well-laid plans. Attack: Charisma vs. Will
Daily ◊ Martial Hit: 2d6 + Charisma modifier psychic damage and
Minor Action Personal the target takes a -2 penalty to attack rolls against you
Effect: You and one enemy switch places in the until the end of its next turn.
Initiative order. Your turn ends when you use this Enticing Presence: You may present the target with
power, and the enemy takes its next turn the following option; if it accepts, the penalty to
immediately, even if has already acted this round. attack rolls is equal to your Charisma modifier, and
You may then act when that creature would normally the target gains temporary hit points equal to 5 + your
have acted. Charisma modifier. The penalty lasts until it has none
of these temporary hit points remaining.
Redesignated Target ]]
Your enemy looks like it’s about to attack you, so you Brutal Censure ]]
helpfully suggest a more promising target for it. You respond with shocking cruelty toward an enemy
Encounter ◊ Martial, Charm which was foolish enough to attack you.
Immediate Reaction Close Burst 5 Encounter◊ Martial, Weapon, Rattling
Trigger: An enemy in the burst marks you Immediate Reaction Melee Weapon
Target: The triggering enemy Trigger: You take damage from an attack
Effect: The target instead marks an ally within 5 Target: The creature that made the triggering attack
squares of you. The duration and effects of the mark Attack: Strength vs. Reflex
are the same as those which would’ve applied to you. Hit: 3[W] + Strength modifier damage and you push
the target 3 squares and knock it prone.
Level 7 Encounter Exploits Ruthless Presence: Push the target a number of
Charismatic Armor ]] squares equal to 1+ your Charisma modifier.
The fear of your anger weakens the enemy’s blows. Level 9 Daily Exploits
Encounter◊ Martial, Weapon, Fear
Standard Action Melee or Ranged Weapon Release the Hounds ]]
Target: One creature You cry “Havoc” and slip loose the Dogs of War.
Attack: Charisma vs. Will Daily◊ Martial, Implement, Summoning
Hit: 2[W] + Charisma modifier damage. If the target Minor Action Close Burst 5
scores a critical hit before the end of your next turn, Effect: You summon three Dogs of War and deploy
that attack is instead considered a regular hit. them in unoccupied squares within range. Each dog is
Manipulative Presence: If the target is marked by a small natural beast with a speed of 8, a +4 bonus to
an ally, the target can score a critical hit normally on reflex defense, and +2 bonus to attack and damage
that ally. If it attacks any creature other than the ally rolls against prone enemies. Each dog has a number
that marked it, that ally may score critical hits on a of hit points equal to your healing surge value. If a
roll of 18-20 until the end of his or her next turn. dog does not receive any commands by the end of
your turn, it takes the Instinctive Action listed below.
Predator’s Glare ]] Each dog may make one opportunity action per
With a flash of malevolence in your eye, you stare round.
down the enemy and force a growing panic to take Instinctive Action (Guard): The dog moves its
root inside their very souls. speed to a square adjacent to you or an ally,
Encounter◊Martial, Implement, Psychic, Fear preferably in a square also adjacent to an enemy. If it
Standard Action Area Burst 2 within 10 can’t do that, it stays where it is and takes no action
Attack: Charisma vs. Will unless an enemy provokes an opportunity attack.
Minor Action: Move each dog up to its speed. Miss: Half damage and the target is slowed until the
Standard Action: A dog shifts 1 square and attacks end of your next turn.
an adjacent enemy; strength vs. reflex; 2d4 + strength Ruthless Presence: If you hit the target while it is
modifier damage and the target is knocked prone. slowed, it is instead immobilized (save ends).
Opportunity Action: The dog attacks the triggering
enemy; strength vs. reflex, 2d4 + strength modifier Make your Choice ]]
damage and the target is knocked prone. You present an enemy multiple options on how
exactly it wishes to perish in simpering agony.
. White Vulture’s Glare ]] Daily ◊ Martial, Weapon, Fear
Your hungry gaze is like that of a vulture circling its Standard Action Melee or Ranged Weapon
next meal, striking fear into wounded enemies. Target: One creature
Daily◊ Martial, Implement, Psychic, Fear Attack: Charisma vs. Reflex, Fortitude, or Will;
Standard Action Ranged Weapon choose which defense to attack before rolling.
Target: One, two, or three creature Hit (Reflex): The target is knocked prone.
Attack: Charisma vs. Will Hit (Fortitude): Ongoing 10 damage (save ends)
Hit: 1d10+ Charisma modifier psychic damage, or Hit (Will): The target is dazed (save ends).
2d6 + charisma modifier psychic damage if the target Hit (Any): 2[W] + Charisma modifier damage.
is bloodied. Miss: Half damage.
Effect: The target takes 1d10 psychic damage Enticing Presence: You may present the target with
whenever it ends its turn in a space within 2 squares the following option; it may choose which defense
of you (save ends). the attack targets, and it suffers the hit effect listed
Intimidating Presence: The target takes damage for that defense, whether the attack hits or misses (if
whenever it ends its turn within a number of squares the attack misses, it still takes half damage rather
of you equal to 1 + your Strength modifier. than full damage). If the attack hits any defense, you
deal extra damage equal to your Charisma modifier.
. Terrifying Flurry ]]
A withering volley of black shafts riddles the enemy’s Level 10 Utility Exploits
position and throws them into a panic.
Daily◊ Martial, Weapon, Zone, Fear . Enhance Suffering ]]
Standard Action Area Burst 2 within 10 Your frightful glare makes your enemy’s pain worse.
Target: Each creature in burst Daily◊ Martial, Psychic
Attack: Charisma vs. Reflex Minor Action Ranged Sight
Hit: 2[W] + Charisma modifier damage. Target: One creature taking ongoing damage
Miss: Half damage. Effect: Increase the value of the target’s ongoing
Effect: Slide each target 1 square. The power creates damage by 5. If the target is taking ongoing damage
a zone in the burst which persists until the end of from multiple sources, this power only applies to one
your next turn. Each creature which enters or starts of them (your choice). The extra ongoing damage is
their turn in the zone takes a -2 penalty to attack and psychic damage, regardless of the type of the original
damage rolls until the end of their turn. ongoing damage effect.
Sustain Minor: The zone persists, and you may slide Intimidating Presence: If the ongoing damage effect
each creature in the zone 1 square. was inflicted by one of your powers, an enemy also
Manipulative Presence: When you sustain the zone, takes a -2 penalty to saving throws against it.
choose one ally and one enemy in the zone. Until the . Tactician’ Stance ]]
end of your next turn, if the enemy does not attack Like a master of war, you survey the battlefield and
that ally on its turn, its penalty to attack rolls from the direct the flow of combat how you wish.
zone’s effect equals your Intelligence modifier. Daily◊ Martial, Stance
. Crippling Advance ]] Minor Action Personal
You brutally assault your foe, leaving him limping Effect: Until the stance ends, once on each of your
away from you as you smirk wickedly at his pain. turns you may spend a minor action to slide one
Daily◊ Martial, Weapon, Rattling enemy and one ally you can see each 1 square.
Standard Action Melee Weapon Ruthless Presence: If, at the end of the slide, either
Target: One creature your enemy or your ally grants combat advantage to
Attack: Strength vs. Fortitude any creature, attackers gain a +4 bonus to attack rolls
Hit: 2[W] + Strength modifier damage and you push for combat advantage, rather than +2.
the target a number of squares equal to your Strength . Fight to the Death ]]
modifier (minimum 1). The target is then slowed and You single out an ally who displeases you, and allow
takes ongoing 5 damage (save ends both). your enemies to fall upon him like beasts.
Encounter◊ Martial Secondary Attack: Charisma vs. Reflex
Minor Action Area Burst 2 within 10 Hit: 2[W] + Charisma modifier damage.
Effect: Choose an ally in the burst. That ally marks Manipulative Presence: You may also slide the
all enemies in the burst until the end of your next target a number of squares equal to your Intelligence
turn. modifier, and the target grants combat advantage to
Manipulative Presence: The ally gains resistance to you until the end of your next turn.
all damage equal to your Intelligence modifier, but
grants combat advantage to marked enemies. Both No Escape ]]
effects last until the end of your next turn. You slowly draw your foe closer. They’re unaware
that you’re slowly closing off their escape routes.
. Trick Shot ]] Encounter◊ Martial, Charm
You direct an ally to aim so that their shot bounces Standard Action Close Blast 5
off one enemy and hits another. Target: Each enemy in blast
Encounter◊ Martial Attack: Charisma vs. Fortitude
Immediate Interrupt Close Burst 5 Hit: Slide each target 3 squares, and then slide one
Trigger: An ally in the burst misses all targets with a ally within 5 squares of you 3 squares. Once all
ranged or area attack. targets and allies have been slid, each ally you slid
Effect: Choose one creature within range of the can make a basic attack against one target you hit.
triggering attack which was not a target of that attack. Add your Intelligence modifier to the damage rolls.
Your ally may reroll the attack against that creature. Enticing Presence: The target may choose not to be
If the attack was an area attack, use the creature’s slid by this power. If it does so, it grants combat
space as the original square of the attack. advantage until the end of your next turn.
Enticing Presence: If the rerolled attack misses all
targets, you may present one target of that attack the Withering Volley ]]
following option. If it accepts, it takes half damage You and your allies open fire on the enemy and leave
from the triggering attack, and your ally takes the a field of metal sticking out of the ground.
other half. This damage cannot be reduced or avoided Encounter◊ Martial, Weapon, Zone
in any way by either the target, or your ally. Standard Action Area Burst 2 within 10
Target: Each enemy in burst.
Level 13 Encounter Exploits Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage.
Skull Crusher ]] Effect: The burst becomes a zone which lasts until
You bring your weapon down right on your enemy’s the end of your next turn. Each time an enemy enters
head, and laugh as he staggers about. a square within the zone, they take 5 damage.
Encounter◊ Martial, Weapon Intimidating Presence: Enemies which take damage
Standard Action Melee Weapon from the zone effect also take a penalty to their Will
Target: One creature defense equal to your Strength modifier until the end
Attack: Strength vs. Fortitude of its next turn.
Hit: 2[W] + Strength modifier damage and the target
is dazed until the end of your next turn. Level 15 Daily Exploits
Ruthless Presence: As an aftereffect, the target falls
prone at the start of its next turn, and takes a -2 Elite Royal Sentinels ]]
penalty to attack rolls until the end of that turn. These soldiers are a cut above the rabble.
Daily◊ Martial, Implement, Summoning
Tactician’s Smite ]] Minor Action Close Burst 10
Your plans are so ingenious that you anticipate your Effect: You summon 3 Royal Sentinels and deploy
enemy’s every move and cut them off. them into unoccupied squares within range. They are
Encounter◊ Martial, Weapon medium natural humanoids with a speed of 5, a +2
Standard Action Melee or Ranged Weapon bonus to AC and Reflex, and reach 2. Each Sentinel
Target: One creature can make opportunity attacks against enemies within
Attack: Charisma vs. Reflex its melee reach, and has hit points equal to your
Hit: 2[W] + Charisma modifier damage. healing surge value. You can give the following
Effect: Until the end of your next turn, you may special commands to the Sentinels by spending the
make the following secondary attack. appropriate actions on your turn.
Opportunity Action Ranged Weapon Instinctive Action (Attack): The Sentinel will make
Trigger: The target takes any action which would its standard action attack against an adjacent enemy.
provoke an opportunity attack from you if you were If it can’t do that, it will charge the closest enemy and
adjacent to the target. use its standard action attack. If it can’t do that, it will
Secondary Target: The primary target move as far as possible toward the closest enemy.
Minor Action: Move each Sentinel up to its speed. Daily◊ Martial, Implement, Charm
Minor Action: One enemy adjacent to each Sentinel Standard Action Close Burst Weapon
is marked until the end of your next turn. Requirement: You must wield a melee weapon
Standard Action: One Sentinel attacks; Reach 2; Target: Each creature in burst
Strength vs. AC; 2d4 + Strength modifier damage Attack: Charisma vs. Fortitude
and you slide the target one square. Hit: 2[W] + Charisma modifier damage. The target
Opportunity Action: The Sentinel makes its grants combat advantage to your allies (save ends).
standard action attack against the triggering enemy. Effect: You shift a number of squares equal to your
Intelligence modifier to any square within the burst.
Sudden Ambush ]]
As your ally lands the first blow, you give the signal Level 16 Utility Exploits
and your army appears from nowhere and pierces
into the enemy ranks with ferocious cries. . White Vulture Circling ]]
Daily◊ Martial, Weapon You stand tall among your allies and direct them,
Immediate Reaction Close Burst 5 rather than deigning to dirty your own hands.
Trigger: An ally attacks during a surprise round. Encounter◊ Martial
Target: Each ally in burst except the triggering ally. Standard Action Close Burst 10
Effect: The target may shift 2 squares and make a Target: Each ally in burst
basic attack against a target of their choice as a free Effect: Each target may move his or her speed,
action. You then may shift 2 squares and make the without provoking opportunity attacks.
following secondary attack. Devil in the Details ]]
Secondary Target: One adjacent creature You like to stack the deck in your favor. Some call it
Secondary Attack: Strength vs. AC cheating, but you prefer “Strategic Preparation”.
Hit: 1[W] + Strength modifier damage. Encounter◊ Martial
Blood Offering ]] No Action Area Burst 2 within 10
Your allies know that only the blood of your enemies Trigger: Your enemies roll for initiative.
can appease you, so they cut deep in hopes that you Target: Each enemy in burst
will spare them your wrath. Effect: You swap the initiative check results of each
Daily◊ Martial, Weapon target with one of the other targets.
Standard Action Melee or Ranged Weapon . Double-Edge Advantage ]]
Target: One creature You sacrifice your allies for a better shot at your foe.
Attack: Strength vs. AC or Reflex Encounter◊ Martial, Stance
Hit: 2[W] + Strength modifier damage and ongoing 5 Minor Action Personal
damage (save ends). Effect: Until the stance ends, any ally adjacent to you
Effect: Until the end of the encounter, each time your grants combat advantage to your enemies, and any
allies hit an enemy with a daily attack power, that enemy adjacent to an ally granting combat advantage
attack deals ongoing 5 damage (save ends). If the to it grants combat advantage to you and your allies.
power already deals untyped ongoing damage,
increase the value of the ongoing damage by 5. . Objection Overruled! ]]
You yell just as an enemy is about to take evasive
Sadistic Choice ]] action, throwing off his timing so his move fails.
You graciously decide to offer amnesty to the first Encounter◊ Martial
person who kills all of their former allies. Immediate Interrupt Ranged 20
Daily◊ Martial, Implement, Psychic, Charm Trigger: An enemy uses an Immediate Action
Standard Action Ranged 10 Effect: The Immediate Action fails. If it was an
Target: One creature Interrupt, the interrupted action proceeds normally as
Attack: Charisma vs. Will if the Immediate Interrupt had not occurred.
Hit: The target is dominated (save ends).
Aftereffect: If the target makes an attack which Level 17 Encounter Exploits
doesn’t include one of its allies as a target before the
end of its next turn, it takes 2d8 + Charisma modifier Face the Executioner ]]
psychic damage at the end of that turn. The only penalty for treason… is DEATH.
Miss: The target takes 1d8 + Charisma modifier Encounter◊ Martial, Weapon, Rattling
psychic damage and is weakened (save ends). Standard Action Melee or Ranged Weapon
Target: One bloodied creature
Haughty Instruction ]] Attack: Strength vs. AC or Reflex
As you dance around your enemies blades, you Hit: 3[W] + Strength modifier damaged.
ridicule the flaws in their fighting styles.
Effect: The target is knocked prone. If it stands up on Instinctive Action (Roar): Close Blast 3; targets all
its next turn, you or an ally who is adjacent to the creatures in blast; +14 vs. Fortitude; on a hit, the
target may make a basic attack against the target as target takes 3d6 thunder damage and is deafened until
an Immediate Reaction. the end of your next turn.
Minor Action: Move the Lion up to its speed.
Storm of Black Iron ]] Move Action (Pounce): The Lion shifts 2 squares
Your enemies run in panic at the sight of a thousand and makes a melee basic attack against an adjacent
black shafts descending on them from your side. creature; +14 vs. AC; 1d8 + Strength modifier
Encounter◊Martial, Implement, Psychic, Fear damage and the target is knocked prone.
Standard Action Area Burst 2 within 10 Opportunity Action: The Lion attacks the triggering
Target: One creature in burst. creature; +14 vs. Reflex; on a hit the target is
Attack: Strength vs. Reflex restrained until the end of your next turn.
Hit: 2[W] + Strength modifier damage. Standard Action: The Lion may shift one square
Effect: Each enemy in the burst other than the target and make an attack against an adjacent creature; +14
takes 5 damage for each ally within 5 squares of you vs. AC; on a hit, the target takes 3d8 + Strength
who can make ranged basic attacks (up to a modifier damage and is grabbed (until escape).
maximum of 20 damage).
Trickster’s Gambit ]]
Deadly Terror ]] You incite an enemy to attack its ally. Even if its
You attack so viciously that your foes fear you. attack misses, you still get what you want.
Encounter◊ Martial, Weapon, Fear Daily◊ Martial, Implement, Psychic, Charm
Standard Action Melee Weapon Standard Action Ranged 20
Target: One creature Target: One enemy
Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage and the Hit: The target makes a basic melee attack against a
target is weakened and dazed until the end of your creature of your choice within its range. If the basic
next turn. Enemies within 5 squares of you do 1[W] melee attack allows for multiple attack rolls, it makes
less damage with at-will attacks until the start of your all attacks against the same target, if possible.
next turn, and cannot score critical hits. Otherwise you choose each target of the attack.
Game Over, My Friend ]] Miss: The target is dazed and provokes opportunity
attacks from its allies (save ends both). Enemies must
As your men slowly surrounded and destroy them,
make opportunity attacks if the target provokes one.
your enemies know their fate is sealed.
Manipulative Presence: If the target’s melee basic
Encounter◊ Martial, Weapon
attack hits, the target makes a melee basic attack
Standard Action Melee or Ranged Weapon
against the target as a free action, with a bonus to the
Target: One, two, or three creatures
damage roll equal to your Intelligence modifier.
Attack: Charisma vs. AC or Reflex; three attacks
Hit: 1[W] + Charisma modifier damage per attack. If Deadly Fusillade ]]
you hit a target adjacent to you or an ally, each target With a bloodthirsty roar, you signal all your archers
is slowed until the end of your next turn. If you hit a to rain death upon your enemy’s ranks. There are so
target which is adjacent to two or more of its many arrows flying, no enemy can possibly escape.
enemies, each target granting combat advantage gives Daily◊ Martial, Weapon
a bonus to attack rolls equal to ½ your Intelligence Standard Action Area Burst 2 within 20
modifier, rather than just +2, until the end of your Target: Each creature in burst
next turn. Effect: The target takes damage equal to your
Strength modifier + your Charisma modifier.
Level 19 Daily Exploits Intimidating Presence: You may choose to forgo
adding your Charisma modifier to the damage the
Lord among Beasts ]] target takes, and instead deal ongoing damage equal
You release an animal which leaves no doubt in your to your Strength modifier (save ends).
enemy’s mind what type of ruler you are.
Daily◊ Martial, Summoning Fearful Charge ]]
Minor Action Close Burst 10 Your brutal attack frightens your enemy and prompts
Effect: You summon a large male Dire Lion in an them all to move away from you.
unoccupied square within range. It is a large natural Daily◊ Martial, Implement, Psychic, Fear
beast with a speed of 6, a +2 bonus to AC and a +4 Standard Action Melee Weapon
bonus to Reflex and Fortitude defense. You may give Target: One enemy
the Lion the following special commands by Attack: Strength vs. AC
spending the appropriate actions on your turn. Hit: 3[W] + Strength modifier damage.
Effect: Push the target and each enemy within 5 You sow confusion among the enemy and make it so
squares of it 3 squares. Until the end of your next their hesitation leads to gross ineptitude.
turn, enemies which enter a square adjacent to you Daily ◊ Martial
take 5 + your Charisma modifier psychic damage. Minor Action Close Burst 5
Ruthless Presence: Until the end of your next turn, Target: Each enemy in burst
enemies take damage if they enter a square within a Effect: The target takes a penalty to attack rolls equal
number of squares equal to your Charisma modifier. to your Charisma modifier (save ends).
Special: You may use this power in place of a melee
basic attack when charging. Level 23 Encounter Exploits

Deal with the Devil ]] Fox Hunt ]]


You offer your enemies a choice between a brutal You spook your enemies so they run from you, and
death, or servitude under your banner. then your allies track them down for the kill.
Daily◊ Martial, Implement, Reliable, Charm Encounter◊ Martial, Weapon, Psychic, Fear
Standard Action Melee or Ranged Weapon Standard Action Melee or Ranged Weapon
Target: One enemy Target: One, two, or three creature
Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: 3[W] + Charisma modifier damage and the Hit: 3[W] + Charisma modifier damage and choose
target becomes an enemy convert (save ends). one ally within 5 squares of the target. The target and
Enticing Presence: The target may choose to forgo that ally may shift a number of squares equal to your
making a saving throw against this effect on its turn. Intelligence modifier, but the target cannot end its
If it does so, it gains 5 temporary hit points, but takes shift closer to you than where it started.
a -1 penalty to damage rolls. Both effects are Haunting Laugh ]]
cumulative, and the penalty lasts until the target Your eerie laughter strikes fear into your foes.
saves, or until it has no temporary hit points left. Encounter ◊ Martial, Implement, Psychic, Fear
Level 22 Utility Exploits Standard Action Close Burst 3
Target: Each enemy in burst
. Carpe Diem ]] Attack: Charisma vs. Will
Your plans make the battle flow like clockwork. Hit: 3d6 + Charisma modifier psychic damage and
Daily ◊ Martial the target takes a penalty equal to your Strength
Standard Action Close Burst 20 modifier to saving throws against charm and fear
Target: Each creature in burst you can see effects until the end of your next turn.
Effect: You slide each target a number of squares
equal to your Intelligence modifier. Bring me His Head ]]
You bellow to your allies that you want the enemy’s
. I’m Taking you with Me! ]] champion brought before you in chains.
You are determined to fell the foe that brought you to Encounter◊ Martial, Weapon
your knees, if it’s the last thing you do! Standard Action Melee or Ranged Weapon
Daily ◊ Martial Target: One creature
Immediate Interrupt Close Burst 10 Attack: Strength vs. AC or Reflex
Trigger: You are reduced to 0 hit points or fewer by Hit: 3[W] + Strength modifier damage. Until the end
an attack from a non-minion enemy in the burst. of your next turn, all allies have combat advantage
Target: The enemy who made the attack. against the target, and the target takes a -5 penalty to
Effect: The target takes damage equal to the amount skill checks made to escape a grab.
of damage the triggering attack dealt to you.
Incapacitating Salvo ]]
. Aura of Imminent Demise ]] You unleash a barrage of projectiles which cripples a
When your enemies see who they’re up against, they target and makes briefly renders them unable to
become reluctant to strike the first blow. fight.
Daily ◊ Martial, Fear Encounter◊ Martial, Weapon, Fear
No Action Close Burst 10 Standard Action Area Burst 3 within 20
Trigger: Your enemies roll for initiative. Target: Each creature in burst
Target: Each enemy in burst Attack: Strength vs. Reflex
Effect: Each target takes a penalty to their initiative Hit: 2[W] + Strength modifier damage and the target
check result equal to your Strength modifier, and is dazed until the end of your next turn. If the target is
each target is slowed and grants combat advantage already dazed by an effect you caused, it is instead
until the end of the first round of the encounter. stunned until the end of your next turn.
. Fog of War ]] Level 25 Daily Exploits
Join Me, and We shall Triumph! ] Attack: Strength vs. Fortitude
You convince an enemy that it has a much better Hit: 4[W] + Strength modifier damage and the target
chance of succeeding if it fights on your side. is knocked prone and restrained (save ends both).
Daily◊ Martial, Implement, Psychic, Charm Each time the target makes a saving throw against
Standard Action Close Burst 10 this effect and fails, you may make a melee basic
Target: One enemy in burst attack against the target as a free action.
Attack: Charisma vs. Will Effect: Each ally who has line of sight to you gains a
Hit: The target counts as an enemy convert. If you +2 bonus to attack rolls and saving throws until the
share a language you may command the target, and it end of your next turn. If you hit the target, the bonus
will perform any reasonable task you assign to the is instead equal to your Charisma modifier, and lasts
best of its ability (it will not follow obviously suicidal until the target saves against the power’s hit effect.
orders, but depending on its intelligence you may be
able to trick it). The target may attack its former
Unbreakable Vanguard ]]
You summon your hand-picked elite warriors to join
allies if animosity exists between them, but if not it
you on the battlefield for one glorious massacre!
will take a supportive role (using “aid another” if it
Daily◊ Martial, Implement, Summoning
has no more useful abilities) and not actively harm
Minor Action Close Burst 10
either your allies, or your enemies. If you or your
Effect: You summon a number of Vanguard
allies attack it and deal damage, the effect ends
Warriors equal to your Charisma modifier and deploy
immediately, otherwise it lasts until the end of the
them in unoccupied squares within range. Each
encounter. Once the encounter is over, you may
warrior is a minion with a +3 bonus to all defenses, a
attempt to recruit the enemy as a permanent follower,
speed of 5, a melee reach of 2, and may make
if your DM allows it, otherwise the effect ends.
opportunity attacks against enemies within their
White Vulture’s Talons ]] melee reach. Each Vanguard Warrior has 1hp, but
Your blows are like a carrion bird picking at a never takes damage on a miss. You may give each
corpse, slowly infecting your foes with despair. Warrior the following special commands by spending
Daily◊ Martial, Weapon, Psychic, Fear the appropriate actions on your turn.
Standard Action Melee or Ranged Weapon Instinctive Action (Attack): The warrior attacks the
Target: One, two, or three creatures closest enemy with its standard action attack, or
Attack: Strength vs. AC or Reflex charges the nearest enemy if it can do so without
Hit: 3[W] + Strength modifier damage. provoking opportunity attacks. If it can do neither, it
Effect: The target is affected by a pervasive malaise moves as close to it can to the nearest enemy.
(save ends). As long as it is under this effect it can’t Minor Action: Move each Warrior up to its speed.
regain hit points or refresh powers, and takes a Move Action: Each warrior charges and uses its
cumulative -1 penalty to saving throws against this standard action attack at the end of the charge.
effect each time it misses with an attack. Standard action: Targets an adjacent enemy; Reach
2; Strength vs. AC; 4d4 + Strength modifier damage
Lament of Commandeered Luck ]] and the target is marked until the end of your next
Even Lady Avandra submits to your honeyed words, turn. On a critical hit, the target is knocked prone.
reversing the tides of luck for your friends and foes. Opportunity Action: The warrior makes its standard
Daily◊ Martial, Implement action attack against the triggering enemy.
Standard Action Ranged 10
Target: One enemy Level 27 Encounter Exploits
Attack: Charisma vs. Will Tarrasque Battlestrike ]]
Hit: 4[W] + Charisma modifier damage. With a snarl as fierce as a living engine of chaos and
Effect: Until the end of the encounter, the next time destruction, you send your enemies flying on all
the target scores a critical hit, it is considered to have sides.
rolled a natural 1. Until the end of the encounter, the Encounter ◊ Martial, Weapon
next time you or an ally rolls a natural 1 on an attack Standard Action Close Burst Weapon
roll, the attack is considered to be a critical hit. Requirement: You must wield a melee weapon
The Price of Failure ]] Target: Each enemy in burst
You’ve had enough of your allies’ incompetence, so Attack: Strength vs. Reflex
you remind them of the dire fate which awaits them if Hit: 2[W] + Strength modifier damage and the target
they continue to fall short of your expectations. takes ongoing 10 damage (save ends).
Daily◊ Martial, Weapon, Reliable, Fear Ruthless Presence: Each target is instead dazed and
Standard Action Melee Weapon takes ongoing 10 damage (save ends both).
Target: One enemy Lament of Doom Deferred ]]
Your vicious words cause the enemy to lose heart, A deafening trumpet sounds as a massive beast takes
while at the same time your allies press onward. the field, crushing all who stand in its way.
Encounter ◊ Martial, Implement, Psychic, Fear Daily◊ Martial, Summoning
Standard Action Ranged 20 Minor Action Close Burst 20
Target: One creature Effect: You summon a huge War Elephant in an
Attack: Charisma vs. Fortitude unoccupied square within range. It has a speed of 5
Hit: 3d10 + Charisma modifier psychic damage. and a +4 bonus to AC and Fortitude defense. The
Effect: The next time the target makes a successful Elephant is a huge natural beast. During your turn
saving throw against an effect you caused, choose you may give the following special commands to the
one ally within range who is suffering a condition Elephant by spending actions. Any creature of
that a save can end. The condition ends on your ally, medium size or smaller may make a climb check to
and the target is considered to have failed its save. scale the Elephant and ride it. It can carry up to four
Intimidating Presence: When the target fails a save medium creatures, or 800lbs of cargo. Friendly riders
against a condition because of this power, the target with the Mounted Combat feat may gain access to the
also takes a -2 penalty to all defenses against attacks Elephant’s mount ability, as if it were a mount.
with the charm or fear keywords equal to your Instinctive Action (Trample): The Elephant moves
Strength modifier until the end of your next turn. its speed, and can enter other creatures’ spaces. Make
the following attack against a creature whose space it
Shooting Fish in a Barrel] ] enters; Strength vs. Reflex; 3d6 + Strength modifier
You challenge your enemies to personal combat and, damage and the target is knocked prone.
to your astonishment… the morons accept! Move Action: Move the Elephant up to its speed. It
Encounter◊ Martial, Weapon, Charm can pass through any creature’s space during this
Standard Action Melee or Ranged Weapon movement, and such creatures are subject to its
Target: One, two, or three creatures instinctive action attack (listed above).
Effect: You may pull each target 3 squares. Opportunity Action: The elephant makes its
Attack: Charisma vs. Reflex; one attack per target standard action attack against the triggering creature.
Hit: 2[W] + Charisma modifier damage and the Standard Action: Attack one adjacent creature;
target is stunned until the end of your next turn. Strength vs. AC; 3d8 + Strength modifier damage
Enticing Presence: You may present each target the and the target is restrained (save ends).
following option; if the target accepts, it is instead Mount Ability: A non-hostile rider with the
dazed until the end of your next turn, and takes Mounted Combat feat gains a +4 power bonus to AC
damage equal to 5 + your Charisma modifier each and Fortitude, and Resist 10 to all damage.
time it attacks you before the end of your next turn.
Overlord’s Wrath ]]
Aura of Magnificent Bastardry] ] “You’ve disappointed me for the last time.”
The ease with which you fool your enemies makes Daily ◊ Martial, Weapon
those who witness your triumph feel inadequate. Standard Action Melee Weapon
Encounter◊ Martial, Weapon, Zone Target: One creature
Immediate Reaction Close Burst 5 Requirement: You must have a hand free
Trigger: Attack: Strength vs. Reflex
Target: One creature Hit: 5[W] + Strength modifier damage.
Attack: Charisma vs. Will Effect: The target is grabbed and restrained (until
Hit: 3[W] + Charisma modifier damage and until the escape). Each time you sustain the grab, the target
end of your next turn, when the target takes a move takes 10 damage. Each time the target attempts to
action, you may determine the path it takes (the target escape the grab and fails, your grip tightens.
still determines the square it ends its move in). Ruthless Presence: You gain a bonus to all defenses
Effect: You generate an aura within the burst which equal to your Charisma modifier against the target’s
lasts until the end of your next turn. The aura makes attempts to escape the grab.
enemies more cautious around you. Enemies treat the First Failed Escape: The target is dazed and
squares in the burst as difficult terrain. restrained instead of just restrained (until escape)
Manipulative Presence: When an enemy takes a Second Failed Escape: The target is stunned instead
standard action to attack while within the zone, of being dazed and restrained (until escape).
choose an ally within range of its attack. The target Third Failed Escape: The target is unconscious until
takes a penalty to damage rolls equal to 5 + your the target escapes, until you fail to sustain the grab,
Intelligence modifier if it doesn’t attack that ally. or until the target takes damage while unconscious.
Level 29 Daily Exploits The target then automatically escapes the grab.

Wrath of the Living Tank ]] Countdown to Endgame ]]


In full view of your enemies, you slowly tick down the Hit: 3d12 + Charisma modifier psychic damage and
minutes and seconds until your inevitable victory. until the end of your next turn you may use a free
Daily ◊ Martial, Implement, Fear action in response to the target making one of the
Standard Action Close Burst 10 following actions to make the response associated
Target: Each enemy in burst with that action. You may make each of the
Effect: You begin a countdown at 10, and make the following responses only once, even if the target
attack listed as 10. Once on each of your turns after takes multiple actions of the same type (such as two
this one, you may make the attack listed under the move actions, or three minor actions).
next lower number (9, 8, 7, 6, etc.) as a Standard Trigger: Target takes a minor action
Action, until you reach 0. If you choose not to make Secondary Attack: Intelligence vs. Fortitude
the next lower numbered attack on your turn, the Hit: The target takes a -2 penalty to attack rolls
countdown ends, and you can’t resume it. until the end of its current turn.
10. Charisma vs. Will; targets all enemies in the Trigger: Target takes a move action.
burst; the target grants combat advantage to all Secondary Attack: Intelligence vs. Reflex
attackers until the end of the encounter. Hit: The target is immobilized (save ends),
9. (No attack roll); each ally in the burst gains knocked prone, or slid a number of squares equal to
temporary hit points equal to your Strength modifier. your Intelligence modifier after it ends its move.
8. Charisma vs. Fortitude; targets all enemies in the Trigger: Target takes a standard action.
burst; target is knocked prone and must take a Secondary Attack: Intelligence vs. Will
standard action to stand up (save ends). Hit: If the triggering action was an attack which
7. Charisma vs. Will; targets all enemies in burst; deals damage, it deals half damage and has no other
the target treats each square of the burst as difficult effects. If the triggering action was not an attack, or
terrain until the end of encounter. doesn’t deal damage, it has no effect on the target(s).
6. (No attack roll); Each ally in the burst gains a +5 Trigger: Target takes an Immediate Action
bonus to saving throws until the end of the encounter. Effect: If the triggering action is an attack, you
5. Charisma vs. Reflex; targets all enemies in burst; may slide the attack’s target 1 square before the
3d10 + Charisma modifier psychic damage, and the attack. Otherwise, make the following attack:
target is weakened and slowed (save ends both). Secondary Attack: Intelligence vs. Reflex
4. Charisma vs. Will; targets all enemies in burst; Hit: The triggering action fails.
3d8 + Charisma modifier psychic damage and the Trigger: Target takes an Opportunity Action
target is restrained and weakened (save ends both). Secondary Attack: Intelligence vs. Fortitude;
3. (No attack roll); You and each ally in the burst make this attack before the triggering attack.
may spend two healing surges and regain hit points Hit: The target is dazed (save ends).
for both, and may keep any hit points over their
maximum as temporary hit points. Lament of the Devil’s Due ]]
2. Charisma vs. Fortitude; targets all enemies in You cash in your chips and take your enemy for all
burst; 3d6 + Charisma modifier psychic damage and she’s worth. You own her, and she knows it.
the target is dazed and weakened (save ends both). Daily◊ Martial, Implement, Psychic, Charm
1. (No attack roll); each ally in the burst gains a Standard Action Melee or Ranged Weapon
bonus +2 bonus to attack rolls and damage rolls until Target: One enemy
the end of the encounter. Attack: Charisma vs. Will
0. Charisma vs. Will; targets all enemies in burst; Hit: 5d10 + Charisma modifier damage, and the
3d4 + Charisma modifier psychic damage and the target is dominated (save ends). The target takes a -2
target is stunned (save ends). penalty to saving throws against this condition.
Intimidating Presence: The target takes a -2 penalty to Enticing Presence: As an aftereffect to being
all saving throws against this power’s effects. dominated, the target can’t restore hit points or spend
action points, can’t recharge encounter powers, and
Chess Master’s Conquest ]] grants combat advantage (save ends all). The target
Your plan is so flawless that each move the enemy can choose to automatically save against this effect as
makes only draws it deeper into your clutches. a minor action, but if it does so, it can’t attack you
Daily◊ Martial, Implement, Psychic, Charm until the end of the encounter, or until you attack it.
Standard Action Ranged 20
Target: One enemy
Attack: Charisma vs. Will
Paragon Paths
Manipulative Presence: If you have combat Black Lord
advantage against the target, it provides a bonus
equal to your Intelligence modifier to all attack rolls “You have failed me for the last time…”
made as part of this power, rather than just +2.
Prerequisite: Ruthless Presence Ruthless Presence: Add your Charisma modifier to
the amount of temporary hit points awarded.
You are a leader who rules with an iron fist, and
brooks no disobedience, whether from your dark Kill Them! Kill Them All! ]]
legions or from random bands of rabble that rise from You stand laughing maniacally as your Legions of
the streets of your city to oppose you. You may be a Doom sweep in and wreak havoc on your foes.
formerly good monarch who never recovered from a Daily◊ Martial, Weapon
brush with the dark side, or you could have been Standard Action Close Burst 5
thirsting for this power since the very end, and finally Target: Each ally and summoned creature in burst
found a way to make your dreams of power come Effect: Each target may move its speed as a free
true at last! Either way, you are set in your goals, and action and then makes the following attack against
will let no fools stand in the way of your quest for one target of your choice as another free action.
ultimate power. Attack: Strength, Dexterity, or Constitution vs. AC
Hit: 1[W] + Strength modifier, Dexterity modifier, or
Constitution modifier damage and the target is
Black Lord Path Features knocked prone and restrained (save ends).
Punishing Action (Level 11): When you spend an
action point to take an extra action, chose a creature Son of Heaven
which is currently suffering an effect that a save can “I rule by the will of my god…”
end. It takes a penalty to its next save against that
effect equal to your Strength modifier.
Legions of Darkness (Level 11): Whenever you Prerequisite: Trained in Religion and Bluff.
summon one or more humanoid creatures with a
Tyrant power or paragon path power, those creatures Other kings have acquired their power through
are immune to gaze attacks and the blinded condition, conquest or by birth into a noble house, but you trace
and gain a bonus to all defenses against fear and your right to rule directly to the mandates of the gods
charm effects equal to your Strength modifier. who hold the court of heaven. Some may call you
Tyrannical Ruler (Level 16): Your Subjugating stiff or overbearing, but to your subjects you are
Word power instead makes the target an enemy merciful and benevolent… so long as they follow
convert (save ends). You may not use Subjugating your god’s laws, and praise your god in both word
Word again until the first target saves against it. If and deed. Only those who are vile blasphemers have
you could target multiple creatures with your the gall to call you “Tyrant”, for you are resolute in
Subjugating Word power, this path feature only the worship of your god, and will suffer no heathens
applies to one of them (your choice). or heretics in your glorious city.

Black Lord Exploits Son of Heaven Path Features


Pontifical Action (Level 11): When you spend and
Foolish Worm! ]] action point to take an extra action, choose one ally
You backhand your enemy across the face and signal
within 5 squares of you and make a Bluff check. If
your troops to dispose of this rabble.
your check result beats the target’s passive Insight, he
Encounter◊ Martial, Weapon
or she regains hit points equal to your check result.
Standard Action Close Burst 3
Heavenly Mandate (Level 11): When you use your
Target: One creature in burst
Dominating Presence on an enemy, you may
Attack: Strength vs. AC or Reflex
designate one ally within 5 squares who is suffering
Hit: 1[W] + Strength modifier damage and one
from a fear or charm effect that a save can end.
follower or enemy convert in the burst may make a
Transfer that condition (and its duration) to one
basic attack against the target as a free action.
enemy within 5 squares who can see and hear you.
This Cannot Be! ]] Lord’s Mercy (Level 16): As a minor action, you
No! You can’t be defeated! You will not be defeated! may make a bluff check instead of a heal check to
YOU ARE INVINCIBLE! stabilize a dying creature adjacent to you, as long as
Daily◊ Martial, Healing you speak a language the target knows. If your bluff
Immediate Reaction Personal check exceeds the target’s Will defense, the target
Trigger: You’re reduced to 0 hit points or fewer. regains hit points equal to your Charisma modifier.
Effect: You may spend a healing surge to regain hit
points, and you and each ally or enemy convert
Son of Heaven Exploits
within 5 squares of you gains temporary hit points Heavenly Radiance ]]
equal to the amount of hit points you regained. Some call it divine powder from the Astral Sea,
others call it diamond dust. Either way, it works.
Encounter◊ Martial, Implement, Zone The Beast King Path Features
Standard Action Close Blast 3 Natural Predator (level 11): Chose one creature
Target: Each creature in blast type (aberrant, fey, natural, shadow, elemental, or
Attack: Charisma vs. Fortitude immortal). Each creature you summon does
Hit: 2d6 + Charisma modifier radiant damage and additional damage equal to your Strength modifier
the target is blinded until the end of your next turn. when making attacks against creatures of that type.
Effect: The blast creates a zone which lasts until the Military Training (Level 11): Each creature you
end of your next turn. The squares of the zone are summon gains a +2 power bonus to attack rolls and
lightly obscured, and block line of sight to and from to saving throws against Fear or Charm effects.
creatures outside the zone. Heart of the Beast (Level 16): Once per encounter,
Blessings of the Gods ]] when a creature you summoned drops to 0 hit points
You preach to your allies about the might of your or fewer, you may spend a healing surge as an
diety, and claim heaven will reward their success. immediate interrupt. If you do so, you regain no hit
Encounter◊ Martial, Charm points, but the summoned creature regains hit points
Minor Action Close Burst 5 equal to your healing surge value. If the creature is a
Target: You and each ally in burst minion, it gains temporary hit points equal to your
Effect: The target gains a +2 power bonus to all healing surge value instead of regaining hit points.
defenses and Resistance to all damage equal to your
Charisma modifier until the end of your next turn. The Beast King Exploits
Enticing Presence: You may choose to offer any
enemies in the burst the benefit of this power as well. The Beast King’s Claws ]]
Any who accept are weakened and take a -2 penalty You set the enemy up so your minions can surround
to saving throws until the end of your next turn. them and attack from all sides.
Encounter◊ Martial
Divine Right of Kings ]] Standard Action Melee Weapon
Your foes question your holy authority, so you launch Target: One creature
into a fiery diatribe denouncing the unbelievers. Attack: Charisma vs. AC
Daily◊ Martial, Implement, Psychic, Fear Hit: 1[W] + Charisma modifier damage and each
Immediate Reaction Melee or Ranged Weapon summoned creature within 5 squares may shift 3
Target: One, two, or three creatures squares to a square adjacent to the target and make a
Attack: Charisma vs. Will; three attacks basic attack against it as a free action.
Hit: 2d6 + Charisma modifier psychic damage. If Intimidating Presence: Each summoned creature
two attacks hit, all targets are slowed (save ends), if gains a power bonus to their attack roll and damage
all attacks hit, all targets are also dazed (save ends). roll equal to your Strength modifier.
Effect: All allies who can hear you gain a +2 power
bonus to attack rolls, and a bonus to damage rolls The Beast King’s Eyes ]]
equal to your Charisma modifier. This bonus lasts You send a bird of prey to scout the enemy.
until you first become bloodied. Encounter◊ Martial, Summoning
Minor Action Personal
The Beast King Effect: You summon a tiny Falcon in your space
“Why kill you myself when I have all my beloved which lasts until the end of the encounter or until it
takes damage from an attack. The falcon is a tiny
pets to do it for me?” natural beast with a fly speed of 8, and a +4 bonus to
Prerequisite: Level 11 Reflex defense. It is a minion, has 1 hit point, and
never takes damage on a miss. The Falcon can pick
Some rulers lord over men, others beasts, but you up and manipulate objects weighing 1 pound or less.
pride yourself in doing both. In addition to your You may give the following special commands to
legions of loyal humanoid soldiers, you also send your Falcon by spending the appropriate action on
wave after wave of trained animals into battle. You your turn. While the Falcon is flying above a square,
revel in the fear in your enemy’s eyes when they see all allies in or adjacent to that square get a +5 bonus
a swarm of ravening beasts rushing at them from to perception checks, and enemies in those spaces
across the field, and savor their screams as your feral cannot benefit from concealment.
followers rip them limb from limb. Some may call Instinctive Action (Soar): The Falcon flies 2 squares
you mad; others may say you are as much of a beast in a random direction. If can’t do that, it falls. The
as the creatures you command. But one thing is for Falcon does not take damage from falling.
certain; there is no one who calls you weak… Minor Action: The falcon flies its speed.
The Beast King’s Legion ]]
You have just the right pets for the job.
Daily◊ Martial, Implement, Summoning Chess Master Path Features
Minor Action Close Burst 10 Clever Conversationalist (Level 11): You may add
Effect: You summon a number of dire beasts equal to ½ your Intelligence modifier (min 1) to your check
your Strength modifier and deploy them in result when making Charisma based skill checks.
unoccupied squares. Each is a large natural beast, and Antagonizing Action (Level 11): When you spend
a minion, with 1 hit point, and never takes damage on an action point to make an extra action, you may
a miss. Each beast has temporary hit points equal to choose one ally and one enemy within 10 squares.
twice your Strength modifier. Each beast has That enemy takes psychic damage equal to your
different bonuses, but you give the same commands Intelligence modifier if it doesn’t make an attack
to each. When you use this power, choose from against that ally before the end of your next turn.
among these beasts; Tiger, Bear, Wolf, Boar, or Master of Deception (Level 16): When you miss a
Shark. Each dire beast you summon is one of these target with your Subjugating Word power, you do not
types, but you may choose more than one type. expend a use of that power. In addition, enemies hit
Tiger: +4 bonus to Reflex, Speed 7, +5 bonus to by your Subjugating Word power now count as
stealth checks. If it hits with its standard action attack enemy converts (save ends).
the target is slowed until the end of its your next turn.
Bear: +4 bonus to Fortitude, Speed 6, +5 bonus to
endurance checks. If it hits with its standard action
Chess Master Exploits
attack, the target is grabbed (until escape). Clash of Wills ]]
Wolf: +2 bonus to AC and Reflex, Speed 6, +2 bonus You and your enemy match wits.
to damage rolls against prone targets. If it hits with its Encounter ◊ Martial, Implement, Psychic, Charm
standard action attack, the target is knocked prone. Standard Action Ranged 10
Boar: +2 bonus to Fortitude and Will, Speed 6, +2 Target: One creature
bonus to attack rolls and damage rolls while Attack: Charisma vs. Will
charging. Its standard action attack pushes the target Hit: Intelligence modifier psychic damage and the
1 square. target is dominated until the end of your next turn.
Shark: +2 bonus to Reflex and Fortitude, Swim Aftereffect: Charisma modifier psychic damage.
Speed of 10, +2 bonus to attack and damage rolls
against targets without a swim speed. It’s standard You’re in Check, Mate ]]
action attack deals Ongoing 10 damage (save ends). Regardless of what your opponent does, you have the
Instinctive Action (Attack): The dire beast attacks perfect counter strategy all set up and ready to go.
the nearest enemy. If it can’t do that, it charges the Daily ◊ Martial
nearest enemy and uses its standard action attack. If it Standard Action Ranged 10
can’t do that, it moves its speed toward an enemy. Target: One creature
Minor Action: Move the dire beast its speed Effect: When you use this power, you are considered
Standard Action: Targets one creature; Strength vs. to be readying an action. Your turn ends immediately
Reflex; 2d8 + Strength modifier damage; can be used and the target takes their turn, even if they have
as a melee basic attack while charging. already acted during this round. Until the start of
Opportunity Action: The dire beast makes its your next turn when the target uses a move action, a
standard action attack against the triggering creature. minor action, or a standard action, you may take one
of the actions below, as a free action, in response.
Chess Master Move: You may move your speed.
“They never do realize when they’re in Check.” Slide: You may slide an enemy within 5 squares of
you who can see and hear you 1 square.
Prerequisite: Training in Bluff and Diplomacy Use Power: You may use any power that requires a
Move, Minor, or Standard Action to use.
Some people are good at manipulation, and others Rescue: You may shift 3 squares and slide an ally
dabble in the trade of treachery, but you make it an adjacent to you at the end of the shift 1 square.
art form. Your allies never know whose side you’re
on, but they do know that it’s a good idea to be on Chess Master’s Roulette ]]
yours. You’re an expert at getting your enemies (and You roll the dice and see what happens; but no
perhaps even your allies) to do what you want, and matter what comes up, your enemy loses.
making them think it was their idea to begin with. Daily◊ Martial, Implement, Psychic
Some day you know you may be caught in the act Standard Action Area Burst 4 within 10
and unmasked as the magnificent bastard you are, but Target: Each enemy in burst
until that day comes you see no harm in basking in all Manipulative Presence: Before the attack, compare
the pleasures deceit can bring you. the Will, Fortitude, and Reflex defenses of all targets,
and swap each of those defenses with the lowest Benefit: Choose one Military Melee or Military
value for that defense among all of the targets. Ranged Weapon. You are considered proficient with
Attack: Charisma vs. Will, Fortitude and Reflex that weapon, and may use it with your Favored
Special: Make one attack roll for each target and Weapon class feature. When you gain a level you
compare the result to each of its defenses. A target may retrain this feat to choose a different weapon to
takes the effect listed below for each defense which use with this benefit.
your attack roll hits.
Hit (Will): 1[W] + Charisma modifier psychic Devil’s Bargain
damage and the target is dazed (save ends) Prerequisite: Tiefling
Hit (Fortitude): 1[W] + Charisma modifier damage Benefit: When you use your Infernal Wrath racial
and you slide the target 3 squares. power, you may present the next enemy you attack
Hit (Reflex): 1[W] + Charisma modifier damage and the following option. If it accepts, you take the extra
the target is knocked prone. fire damage your attack would have dealt instead, and
Hit (All): If all three of the above attacks hit, the the target takes a -2 penalty to Will defense against
target is stunned until the end of your next turn, and your Subjugating Word power for this encounter.
doesn’t get a saving throw against the dazed Intimidating Dragon Breath
condition until it is no longer stunned. Prerequisite: Tyrant, Dragonborn
Miss: Half damage. Benefit: You add the Fear keyword to your Dragon
Breath Racial power. On a hit, the target is weakened
Heroic Feats until the end of your next turn.
The following feats are available for all Tyrants to
take, as long as you meet all the prerequisites. Moonblood Tyrant
Prerequisite: Shifter
Dominating Attack Benefit: While you are under the effects of your
Prerequisite: Dominating Presence class feature. Longtooth Shifting Racial Power, when you attack
Benefit: When your Dominating Presence class with a Tyrant power or Paragon Path power with the
feature takes effect, you also gain a +1 feat bonus to Fear keyword, the target takes a -2 penalty to saving
attack rolls until the end of your next turn. This bonus throws against conditions imposed by that power.
increases to +2 at 11th level, and +3 at 21st level.
Divine Mandate
Intimidating Tactics Prerequisite: Deva
Prerequisite: Intimidating Presence Benefit: Your Subjugating Word power gains the
Benefit: When a target is weakened by your radiant keyword, and as an aftereffect of the power,
Intimidating Presence, it also takes a -2 penalty to the next time the target attacks you or an ally before
attack rolls against an ally of your choice within 5 the end of its next turn, it takes Radiant damage equal
squares until the end of your next turn. to your Intelligence modifier.
Enticing Leader Lord of Darkness
Prerequisite: Enticing Presence Prerequisite: Drow
Benefit: Allies who benefit from your Enticing Benefit: When a power specifies that you must see
Presence may forgo gaining temporary hit points to the target for it to take effect, ignore darkness or dim
instead gain a bonus to AC equal to ½ your Charisma light when tracing line of sight to a potential target.
modifier until the end of your next turn.
Intimidating Charge
Master Manipulator Prerequisite: Minotaur
Prerequisite: Manipulative Presence Benefit: Your racial power gains the Rattling
Benefit: When an enemy is affected by your keyword, and you gain a +2 feat bonus to damage
Manipulative Presence, your designated ally may also rolls made as part of your racial power.
mark the enemy until the end of his or her next turn.
Stone-born Pride
Ruthless Master Prerequisite: Goliath.
Prerequisite: Ruthless Presence Benefit: When you hit with a power with the psychic
Benefit: Allies benefiting from your Ruthless keyword, you gain a +1 feat bonus to all defenses
Presence also gain a +1 feat bonus to attack rolls until the end of your next turn.
against enemies adjacent to you. This bonus increases
to +2 at 11th level and +3 at 21st level. Unsettling Fury
Prerequisite: Half-Orc
Favored Weapon Proficiency Benefit: When you use your Furious Assault racial
Prerequisite: Favored Weapon class feature power with a Tyrant power or Paragon path power,
the target of the triggering attack also grants combat Complete Subjugation
advantage to you until the end of your next turn. Prerequisite: Subjugating Word class feature
Benefit: When you use Subjugating Word, you may
Shifter’s Charm target a number of creatures which can see and hear
Prerequisite: Changeling
you equal to your Charisma modifier.
Benefit: When you hit a target with your Changeling
Trick racial power, the target takes a -2 penalty to Overwhelming Oppression
Will Defense until the end of your next turn. Prerequisite: Oppressive Leader
Benefit: Any enemy which begins a combat
Paragon Feats encounter within your line of sight takes a -2 penalty
to attack rolls during the first round of the encounter.
Zealous Convert
Prerequisite: Subjugating Word class feature Multi-Class Feats
Benefit: When you hit with Subjugating Word, you
may make a Bluff Check as a free action. If Political Prodigy [Multi-Class Tyrant]
successful, the enemy convert you just produced will Prerequisite: Cha 13, Str 13
attack its former allies on its next turn. Benefit: You gain Training in one skill from the
Tyrant skill list. You gain the Tyrant’s Subjugating
Favored Weapon Mastery Word power, and may use it once per encounter.
Prerequisite: Favored Weapon class feature
Benefit: Choose one Superior Melee or Superior Military Adjunct [Multi-Class Tyrant]
Ranged Weapon. You gain proficiency with that Prerequisite: Cha 13, Str 13
weapon, and a +2 feat bonus to damage rolls with Benefit: You may use any one weapon with which
that weapon when using it as an implement for you are proficient as an Implement for your Tyrant
Tyrant powers or Paragon path powers. powers and Paragon Path powers. You also gain
training in either Bluff or Intimidate.
Charismatic Leader
Prerequisite: Tyrant, Human or Half-Elf Flourishing Monarch [Multi-Class Tyrant]
Benefit: For every ally within 10 squares of you, you Prerequisite: Any multi-class feat, paragon multi-
may add a +1 feat bonus to your attack roll with classing as a Tyrant.
Tyrant Powers and Paragon Path powers with the Benefit: Choose a dominating Presence. You may
Fear or Charm keyword. gain the benefit of the chosen presence once per day.
Master of Trickery
Prerequisite: Tyrant, Gnome Hybrid Tyrant
Benefit: An enemy hit by a Tyrant Power or Paragon Armor Proficiencies: Same as Tyrant.
Path power with the Illusion keyword takes a penalty Weapon Proficiencies: Same as Tyrant.
equal to your Charisma modifier to saving throws Bonus to Defense: +1 Fortitude or +1 Will
against any conditions imposed by such powers. Hit Points at 1st Level: 6
Revenge of the Little Folk Hit Points per level gained: 2.5
Prerequisite: Tyrant, Small size Healing Surges/day: 3.5
Benefit: Choose one weapon with which you are Trained Skills: Same as Tyrant.
proficient. You may treat that weapon as if it had the
“Small” property. When you gain a level, you may Class Features: Subjugating Word (Hybrid)
retrain this feat in order to choose a different weapon
to apply the benefit to. Subjugating Word (Hybrid): You gain the
Tyrant’s Subjugating Word power. It functions as
Double Subjugation normal, except you can only use it once per
Prerequisite: Subjugating Word class feature encounter.
Benefit: You may target one or two creatures when
you use Subjugating Word, so long as the creatures Hybrid Talent Options
are adjacent to each other or to you. Tyrant Armor Proficiency: You gain the Tyrant’s
Distracting Oppression armor proficiencies.
Prerequisite: Oppressive Leader class feature Dominating Presence: This feature functions like
Benefit: Any enemy which begins a combat the Tyrant’s Dominating Presence, except that it only
encounter within your line of sight grants combat applies to Tyrant powers or Paragon Path powers
advantage during the first round of the encounter. with the psychic keyword.
Epic Feats
Favored Weapon: This feature functions exactly
like the Tyrant’s Favored Weapon.
Oppressive Leader: This feature functions exactly
like the Tyrant’s Oppressive Leader.

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