Retraining or Recreating

If you're already playing a martial character, you'll find powers and options in Martial Power 2 that you'll want to incorporate into your existing character. The simplest way to take advantage of this new material is to use the retraining system (see the Player's Handbook\ page 28), which allows you to swap powers and feats over time. However, if you want to change class features or adopt a different paragon path, you should speak to your Dungeon Master about re-creating your character with the new material. Your Dungeon Master might allow you to change your character between game sessions or between adventures. Major changes might justify more time and require the Dungeon Master to create a scenario in the campaign that explains your character's new abilities.



New Build 6

New Powers 7

New Paragon Paths 22

2: RANGER 30

New Builds 32

New Powers 33

New Paragon Paths 46

3: ROGUE 54

New Build 56

New Powers 57

New Paragon Paths 72


New Builds 82

New Powers 83

New Paragon Paths 96


The Martial Outlook 106

Combat Styles 110

New Feats 131

Heroic Tier Feats 131

Paragon Tier Feats 141

Epic Tier Feats 144

Multiclass Feats 145

Martial Practices 147

Martial Backgrounds 153

Epic Destinies 156

Dragonheart 156

Invincible Vanguard 157

Legendary Sovereign 158

Star-Favored Champion 1 59


"Combat is about everything around me-terrain, illumination, obstacles, allies, and foes. And my blade isn't my sole weapon. My body and mind are as potent as any blade."

Every race and culture relies on warriors for protection, and each has its own forms of combat that represent native strengths, talents, and beliefs. As a fighter, you are familiar with the techniques ofyour people, but you also appreciate the combat styles of others. This appreciation helps to cultivate your own signature style, combining strikes, parries, stances, and disciplines from a multitude of martial traditions.

As a fighter, one important decision you make is what to hold in your hands or wear on your arms. A shield provides defense at the expense of offense. With a two-handed weapon, you can strike harder, faster, and farther. Fighting with two weapons offers a middle ground between offense and defense, because your offhand weapon can parry and strike. Alternatively, you might keep one hand unburdened. Although you won't enjoy the defensive advantages of a shield or the potency of a two-handed weapon or an off-hand weapon, a free hand opens other possibilities, such as the ability to pin and grab foes. In this chapter, you'll find support for these options.

♦ New Build: The brawling fighter uses wits, improvisation, and instinct in battle. The fighter's whole body is a weapon that can be used for a sudden throw or a stunning punch.

♦ New Class Features: Brawler Style offers a new option for your fighter Weapon Talent. In addition, you can select Combat Agility in place ofyour Combat Superiority feature.

♦ New Powers: Nearly a hundred new fighter powers are presented here, including options for the brawling fighter, as well as for the battle-rager and the tempest fighter from Martial Power.

♦ New Paragon Paths: This chapter offers eight new paragon paths for fighters, including the glorious myrmidon, the rakehell duelist, and the rampaging brute.


The Player's Handbook features the great weapon Tighter and the guardian fighter. Martial Power presents the battlerager fighter and the tempest fighter. This chapter adds the brawling fighter, a build that encourages a character to keep one hand open so he or she can grapple, pin, and punch foes.

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