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Martial Power in D&D Compendium
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<blockquote data-quote="Fallen Seraph" data-source="post: 4500906" data-attributes="member: 57894"><p>The following was in the D&D Compendium it appears to be from Martial Power:</p><p></p><p>Ranger:</p><p>[sblock]<strong>BEAST MASTERY</strong></p><p>You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&D world. You decide the creature’s relevant details— its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.</p><p></p><p>For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion’s species doesn’t affect its game statistics, which are based on its category and level.</p><p></p><p>You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.</p><p></p><p>Beast Mastery also alters your Hunter’s Quarry class feature. When you use Hunter’s Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra damage from Hunter’s Quarry, but only one of you can deal this extra damage per round.</p><p></p><p>Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander’s strike, and so forth. You and your beast companion are treated as separate creatures.</p><p></p><p>You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn’t a simple task.The link between a ranger and his or her beast companion is not one of master and servant but of two close friends.</p><p></p><p>As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals.[/sblock]</p><p></p><p>Rogue:</p><p>[sblock]<strong>RUTHLESS RUFFIAN</strong></p><p>You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.[/sblock]</p><p></p><p>Fighter:</p><p>[sblock]<strong>BATTLERAGER VIGOR</strong></p><p>Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).</p><p></p><p>When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.</p><p></p><p>When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.</p><p></p><p><strong>TEMPEST TECHNIQUE</strong></p><p>When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property.</p><p></p><p>You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites.</p><p></p><p>When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.[/sblock]</p><p></p><p>Warlord:</p><p>[sblock]<strong>BRAVURA PRESENCE</strong></p><p>When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn[/sblock]</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4500906, member: 57894"] The following was in the D&D Compendium it appears to be from Martial Power: Ranger: [sblock][B]BEAST MASTERY[/B] You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&D world. You decide the creature’s relevant details— its species, physical details, and so forth—making sure they are appropriate for its category and the campaign. For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion’s species doesn’t affect its game statistics, which are based on its category and level. You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands. Beast Mastery also alters your Hunter’s Quarry class feature. When you use Hunter’s Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra damage from Hunter’s Quarry, but only one of you can deal this extra damage per round. Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander’s strike, and so forth. You and your beast companion are treated as separate creatures. You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn’t a simple task.The link between a ranger and his or her beast companion is not one of master and servant but of two close friends. As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals.[/sblock] Rogue: [sblock][B]RUTHLESS RUFFIAN[/B] You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.[/sblock] Fighter: [sblock][B]BATTLERAGER VIGOR[/B] Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved). When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have. When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick. [B]TEMPEST TECHNIQUE[/B] When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property. You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites. When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.[/sblock] Warlord: [sblock][B]BRAVURA PRESENCE[/B] When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn[/sblock] [/QUOTE]
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