Level 1 At-Will Attack Powers
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Spirited Shout - Champion 1
You let loose a battle cry that stings at your opponents' wills.
At Will * Martial, Thunder, Psychic, Implement, Fear
Standard Action - Close blast 3
Target: Each creature in blast
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier Psychic and Thunder damage.
Level 21: 2d6 + Charisma modifier Psychic and Thunder damage.
Champion's Blow - Champion 1
Surrounded, you unleash a series of strikes that hits each and every foe.
At Will * Martial, Weapon, Psychic
Standard Action - Close burst 1
Target: Each enemy in burst
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier Psychic damage
Level 21: 2[W] + Charisma modifier Psychic damage
Special: If you are using a weapon with the reach property to perform this power, the range of this power is close burst 2 instead.
Arashi - Champion 1
Your weapons blurs as you strike every foe around you in a blinding, spinning attack that forces them to move carefully to avoid you.
At Will * Martial, Weapon, Psychic
Standard Action - Close burst 1
Target: Each enemy in burst
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier psychic damage
Effect: Targets are slowed until the end of your next turn.
Terrifying Blow - Champion 1
You strike a nearby foe fiercely, sending your presence out among your foes and making them flee.
At Will * Martial, Weapon, Psychic, Fear
Standard Action - Melee 1
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier Psychic damage.
Effect: Enemies in a close blast 3 may be pushed a number of squares equal to your Constitution modifier.
Launching Strike - Champion 1
You strike sending a wave of warrior's will across the field, striking as though you were right before the target.
At Will * Martial, Weapon, Psychic
Standard Action - Ranged 10
Requirement: You must be wielding a melee weapon or two melee weapons
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Charisma Psychic damage.
Effect: Enemies in a close burst of 1 of the target take Psychic damage equal to your Charisma modifier.
Level 1 Encounter Attack Powers
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Spirit Throw - Champion 1
You swing your weapon in a massive downward arc in front of you, sending waves of your spirit away from you destroying everything between you and your target.
Encounter * Martial, Weapon, Psychic
Standard Action - Ranged 10
Requirement: Must be wielding a melee weapon or two melee weapons.
Target: One creature in range
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier Psychic damage. Make a secondary attack.
Miss: Half damage. No secondary attack.
Secondary Target: Each creature between the primary target and you in a straight line
Secondary Attack: Charisma vs AC
Secondary Hit: 1[W] Psychic damage
Miss: Half damage.
Ziegander's Crushing the Spirit - Champion 1
You strike a vicious blow like the ancient warrior Ziegander, demoralizing all who witness the slaughter.
Encounter * Martial, Weapon, Psychic, Fear
Standard Action - Melee 1
Target: One creature.
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier psychic damage.
Effect: Enemies in a close burst equal to your charisma modifier suffer a -1 penalty on attack rolls until the end of your next turn, or a -2 penalty if this attack bloodied its target.
Standard of Terror: The penalty to attack equals your Constitution modifier, or your Constitution modifier +1 if this attack bloodied the target.
Gaze of Battle Lust - Champion 1
You set your will upon a group of enemies and your unflinching gaze unsettles them.
Encounter * Martial, Psychic, Implement, Fear
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d8 + Charisma modifier Psychic damage
Effect: Enemies struck by this attack are immobilized (save ends).
Rooting Battlegaze - Champion 1
Your glare terrifies your opponents, making each step a struggle.
Encounter * Martial, Psychic, Implement, Fear
Standard Action - Area burst 1 in 10 squares
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d8 + Charisma modifier Psychic damage
Effect: This power's area is difficult terrain until the end of your next turn.
Standard of Heroes: Sustain Minor: The area of difficult terrain persists until the end of your next turn.
Overwhelming Speed - Champion 1
You move with such swiftness that opponents stand in awe and move as if weighted down.
Encounter * Martial, Weapon, Psychic, Fear
Standard Action - Melee 1
Target: One creature
Attack: Charisma vs Will
Hit: 1[W] Psychic damage and the target is slowed (save ends).
Miss: Half damage and the target is knocked prone instead.
Level 1 Daily Attack Powers
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Striking the Stone - Champion 1
You strike the ground beneath you, sending debris projecting at enemies and creating rubble.
Daily * Martial, Implement, Psychic
Standard Action - Close Blast 5
Target: Each creature in blast
Attack: Charisma vs AC
Hit: 1d10 + Charisma modifier psychic damage.
Effect: Squares in the blast are considered difficult terrain for the rest of the encounter
Level 21: 2d10 + Charisma modifier psychic damage
Dragon Head Technique - Champion 1
You strike across the field using a speed technique learned from the ancient masters.
Daily * Martial, Psychic, Weapon
Standard Action - Close blast 5
Target: Each enemy in blast
Attack: Charisma vs AC
Hit: 2[W] + Dexterity modifier Psychic damage.
Effect: You may shift a number of squares equal to your dexterity modifier when you use this attack, however you must end your movement adjacent to one of the targets.
Rooting Strike - Champion 1
You lash out with your spirit, stinging your foes' wills and rooting them into place with fear.
Daily * Martial, Psychic, Implement, Fear
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 2[W] + Charisma modifier psychic damage.
Effect: Each target takes psychic damage equal to your Constitution modifier the next time that target moves.
Warrior's Wall of Will - Champion 1
You unleash your will against your enemies forcing them to face you head on.
Daily * Martial, Psychic, Weapon, Zone
Standard Action - Close Wall 5
Target: Each creature in wall
Attack: Charisma vs Will
Hit: 2d8 + Charisma modifier Psychic damage.
Effect: You create a zone in the form of a wall which lasts until the end of your next turn. Make the following attack against any creature that moves into the zone or ends its turn in the zone.
Sustain Minor: The zone lasts until the end of your next turn.
Secondary Attack: Charisma vs AC
Secondary Hit: 1[W] Psychic damage
Burning Technique - Champion 1
Your spirit builds up around you forming a tangible field of your willpower that pains nearby opponents and helps you strike true.
Daily * Martial, Weapon, Psychic
Standard Action - Melee 1
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier Psychic damage.
Effect: You gain an Aura 2 which deals Constitution modifier Psychic damage to all adjacent enemies until the end of your next turn.
Sustain Minor: The aura persists until the end of your next turn. While the aura persists, you may spend a standard action to attack with this power again.
Level 2 Utility Powers
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Long Form - Champion Utility 2
Your weapons seem to strike beyond their normal reach as you shift into an old style of heavy combat.
Daily * Martial, Psychic, Weapon
Effect: Two-Handed Weapons, or versatile weapons you wield two-handed, are treated as having reach until the end of the encounter.
Force of Personality - Champion Utility 2
You rush your foe with a shout, startling them and pushing them back.
Encounter * Martial, Psychic, Fear
Effect: You may use your Charisma modifier in place of your Strength modifier for Bull Rush attempts until the end of your next turn.
Sustain Minor: You may continue to use your Charisma modifier until the end of your next turn.
Twin Form - Champion Utility 2
You move into a style of fighting that takes advantage of using multiple weapons.
Daily * Martial, Psychic, Weapon
Effect: You may wield a one-handed weapon in your off hand as if it had the off hand property when using Champion powers until the end of the encounter. When doing so, designate which weapon you make your attack with before rolling the attack.
String Form - Champion Utility 2
You have mastered the ways of the archers of the south and are never at a disadvantage with a bow.
Daily * Martial, Psychic, Weapon
Effect: When you are using a ranged weapon that is not a sling you may treat it as a simple melee weapon for the purposes of making melee attacks until the end of the encounter. The weapon is treated as having the following statistics: Size: 1hand, Prof: +2, Dmg: 1d6, Grp: Mace, Prop: Versatile
Level 3 Encounter Powers
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Searing Spirit - Champion 3
The champion strikes out with his weapon and leaves burning willpower in the wounds he creates.
Encounter * Martial, Implement, Psychic
Standard Action - Ranged 10
Target: One, Two, or Three creatures.
Attack: Charisma vs AC
Hit: 1d10 + Charisma modifier damage, and ongoing 5 psychic damage (save ends).
Blade of Fear - Champion 3
The champion strikes hard and sends a wave of terror into his foes.
Encounter * Martial, Weapon, Psychic, Fear
Standard Action - Close Burst 2
Target: Each creature in burst
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier damage
Standard of Terror: Target is dazed (save ends).
Gleaming Strike - Champion 3
The flash of steel freezes opponents where they stand.
Encounter * Martial, Weapon, Psychic
Standard Action - Close Blast 5
Target: Each enemy in blast
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier psychic damage, and the target is immobilized until the end of your next turn.
Standard of Heroes: Target is immobilized (save ends).
Cruel Blow - Champion 3
The champion lands a fearsome blow that sends the targets off their feet.
Encounter * Martial, Weapon, Psychic, Fear
Standard Action - Melee 1
Target: One or Two creatures
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier damage, and the target is knocked prone.
Level 5 Daily Powers
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Fierceness - Champion 5
Mad fury drives the champion's weapon spinning violently until they blur with blades of spirit.
Daily * Martial, Weapon, Psychic, Fear
Standard Action - Close Burst 3
Target: Each enemy in burst
Attack: Charisma vs AC
Hit: 3[W] + Charisma modifier psychic damage.
Miss: Half damage.
Ensnaring Strike - Champion 5
Weapons spin so quickly that they blur only to be joined by weapons of pure warrior's spirit that continue to fill the air even after the champion ceases to strike.
Daily * Martial, Implement, Psychic
Standard Action - Close Burst 2
Target: Each creature in burst
Attack: Charisma vs AC
Hit: 1[W] damage, and you create a zone that persists until the end of your next turn.
Effect: Creatures in the zone are slowed (save ends). Creatures that enter the zone immediately take 5 psychic damage.
First Failed Saving Throw: Creatures in the zone are immobilized (save ends).
Sustain Minor: The zone persists until the end of your next turn.
Mind Strike - Champion 5
You lash out with your warrior's spirit disorienting and injuring a foe until he strikes out randomly in his confusion.
Daily * Martial, Implement, Psychic
Standard Action - Ranged 20
Target: One creature
Attack: Charisma vs Will
Hit: 2[W] + Charisma modifier psychic damage.
Effect: Target makes a melee basic attack against each creature in a close burst 1 from him.
Flame Hawk's On Your Knees - Champion 5
Like the ancient king Flame Hawk, you force your opponents to their knees with your spirit.
Daily * Martial, Implement, Psychic, Fear
Standard Action - Close burst 2
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: Target is knocked prone and immobilized (save ends both).
Miss: Target is knocked prone and slowed (save ends both).
Level 6 Utility Powers
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Versatile Mobility - Champion Utility 6
You direct the battlefield in such a way as to allow a quick maneuver, repositioning yourself or an ally.
Daily * Martial, Teleportation
Move Action - Ranged 10
Target: Yourself or one ally in range.
Effect: Shift up to 10 squares.
Hammerstorm - Champion Utility 6
You strike out and force your will upon your enemies, creating the illusion of a storm of blows in an area.
Daily * Martial, Psychic, Zone
Standard Action - Close Blast 5
Effect: You create a zone in the area of the blast until the end of your next turn. Enemies treat the zone as difficult terrain.
Sustain Minor: The zone persists until the end of your next turn.
Aura of Debilitation - Champion Utility 6
Your spirit flows out making the weariness of conflict affect enemies more severely while leaving allies vigorous.
Daily * Martial, Psychic, Fear, Aura
Immediate Interrupt - Personal
Trigger: An enemy is affected by a status effect that ends on a save.
Effect: You gain an aura until the end of your next turn equal to your Charisma modifier. Enemies in your aura must save twice to end negative status effects which end on a save.
Sustain Standard: Your aura persists.
Level 7 Encounter Powers
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Blade Hazzard - Champion Attack 7
You strike an opponent sending shockwaves of your spirit that knocks them away.
Encounter * Martial, Psychic, Weapon
Standard Action - Melee 1
Primary Target: One creature
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier damage.
Secondary Targets: Two creatures within 10 of the primary target
Secondary Attack: Charisma vs Will
Hit: 1[W] psychic modifier damage, and the targets are knocked prone.
Level 9 Daily Powers
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Level 10 Utility Powers
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