Flames of War
Role: Defender. You are extremely tough and well-versed in martial techniques that allow you to control the battlefield and contain your enemies.
Power Source: Martial. You have trained diligently in the halls of your order, and have accrued a great knowledge of both tactics and combat.
Key Abilities: Strength, Dexterity, Constitution, Wisdom
Armor Proficiencies: Light, Medium, Heavy, Light Shield, Heavy Shield
Weapon Proficiencies: Simple melee, Military melee, Simple Ranged, Military Ranged
Defense Bonus: +2 Fortitude
Hit Points at 1st Level: 15+ Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
Class Features: Knight’s Challenge, Harrying Blade, Master of Arms
KNIGHT’S CHALLENGE: Whenever you attack an enemy, whether or not the attack is successful, you may choose to mark your target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already affecting it. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
HARRYING BLADE: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
MASTER OF ARMS: At character creation, you choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain the weapon’s proficiency bonus to damage rolls as well as attack rolls.