Neonchameleon
Legend
The Brawler Knight
Talented Brawler - Replaces Weapon Talent
When a brawler knight’s offhand is free or grabbing a creature the knight gains a +1 shield bonus to AC and +2 to Fortitude.. Further, a brawler’s fists are treated as a +2/1d8 weapon, and the brawler may use a fist to make a melee basic attack on foe he is grabbing without breaking the grab - and gains combat advantage for the attack. If the Brawler Fighter’s grab would be broken by a forced movement effect on either himself or the grabbed victim he gets a saving throw to cancel the forced movement.
Grappling Stance
When you hit a target with a melee basic attack and have a free hand you grab that target.
Punch Out - Replaces Power Strike
When you hit an enemy with a melee basic attack you may activate Punch Out as you would power strike.
Effect: Punch Out knocks the foe prone. Level 17: Prone and Dazed until End of Next Turn. Level 27: Stunned until End of Next Turn.
Special: Any target grabbed by you when you use Punch Out takes damage equal to your strength modifier.
Weapon Specialisation: Haul
When you use Power Strike, after the attack you may shift up to half your speed and slide any grabbed foe an equal number of squares to end adjacent to you. This does not break the grab.
The Arena Slayer
Master of All Arms - Replaces Weapon Talent
If it’s a weapon an Arena Fighter can kill with it. Arena Fighters are proficient with all superior weapons and treat improvised one handed weapons as +2/1d8, and improvised two handed weapons as +2/1d10. Further an Arena Fighter gains a +1 feat bonus to damage per tier (+1 at 1st level, +2 at 11th level, +3 at 21st) for any melee weapon.
Smashing Strike
When an Arena Slayer uses Power Strike with an improvised weapon they may choose to break that weapon, rendering it unusable for combat purposes to do extra damage equal to their strength modifier.
Weapon Specialisation: Impressive Blow
After you use Power Strike with an exotic or improvised weapon the enemy grants combat advantage until the end of your next turn and you gain a +5 power bonus to your next intimidate roll before the end of your next turn. Out of combat you may use this power on inanimate objects for the power bonus.
Giant-killing stance
Effect: You assume the giant killing stance. Until the stance ends you gain a +4 power bonus to damage rolls against foes of a size category larger than you are and to saves against fear effects. Level 11: +6. Level 21: +8.
The Improvised Thief
An Improvised Thief treats his fists and feet as +2/1d6 weapons, and improvised weapons as either +2/1d6/Light Thrown (5/7) or +2/1d8 weapons and he gains proficiency with ki focusses. Unarmed and Improvised Weapons count as flails and qualify for Sneak Attack, Weapon Finesse, and Thief Weapon Talent.
Mighty Smash - replaces Backstab
You attack a distracted target with a mighty blow while he is unbalanced.
Prerequisite: You must be using a weapon (not unarmed) and the target must grant combat advantage
Effect: You gain +2 power bonus to the attack roll and do extra damage equal to backstab as normal. In addition the target grants combat advantage until the end of your next turn, and you either break your weapon if mundane or lose it on the floor in the enemy's square if magical.
Destructive Trick
Your attack manages to knock people off guard or cause unexpected damage to the environment. The attack gains the Rattling Keyword.
Notes
The damage is deliberately lower for the improvised thief than the thief - +2/d6 < +3/d4 and +2/d8 < +3/d6, and there's no rapier-equivalent. On the other hand it has versatility. Likewise the Arena Slayer - it starts off as a tradeoff of +1 to hit for about +2 damage - but the damage will be caught up with leading to +1 to hit with all proficient weapons vs a greater range of unused proficiencies and better with improvised weapons when you need them (both rarely useful) and some spare feats not spent on effective feat taxes.
Talented Brawler - Replaces Weapon Talent
When a brawler knight’s offhand is free or grabbing a creature the knight gains a +1 shield bonus to AC and +2 to Fortitude.. Further, a brawler’s fists are treated as a +2/1d8 weapon, and the brawler may use a fist to make a melee basic attack on foe he is grabbing without breaking the grab - and gains combat advantage for the attack. If the Brawler Fighter’s grab would be broken by a forced movement effect on either himself or the grabbed victim he gets a saving throw to cancel the forced movement.
Grappling Stance
When you hit a target with a melee basic attack and have a free hand you grab that target.
Punch Out - Replaces Power Strike
When you hit an enemy with a melee basic attack you may activate Punch Out as you would power strike.
Effect: Punch Out knocks the foe prone. Level 17: Prone and Dazed until End of Next Turn. Level 27: Stunned until End of Next Turn.
Special: Any target grabbed by you when you use Punch Out takes damage equal to your strength modifier.
Weapon Specialisation: Haul
When you use Power Strike, after the attack you may shift up to half your speed and slide any grabbed foe an equal number of squares to end adjacent to you. This does not break the grab.
The Arena Slayer
Master of All Arms - Replaces Weapon Talent
If it’s a weapon an Arena Fighter can kill with it. Arena Fighters are proficient with all superior weapons and treat improvised one handed weapons as +2/1d8, and improvised two handed weapons as +2/1d10. Further an Arena Fighter gains a +1 feat bonus to damage per tier (+1 at 1st level, +2 at 11th level, +3 at 21st) for any melee weapon.
Smashing Strike
When an Arena Slayer uses Power Strike with an improvised weapon they may choose to break that weapon, rendering it unusable for combat purposes to do extra damage equal to their strength modifier.
Weapon Specialisation: Impressive Blow
After you use Power Strike with an exotic or improvised weapon the enemy grants combat advantage until the end of your next turn and you gain a +5 power bonus to your next intimidate roll before the end of your next turn. Out of combat you may use this power on inanimate objects for the power bonus.
Giant-killing stance
Effect: You assume the giant killing stance. Until the stance ends you gain a +4 power bonus to damage rolls against foes of a size category larger than you are and to saves against fear effects. Level 11: +6. Level 21: +8.
The Improvised Thief
An Improvised Thief treats his fists and feet as +2/1d6 weapons, and improvised weapons as either +2/1d6/Light Thrown (5/7) or +2/1d8 weapons and he gains proficiency with ki focusses. Unarmed and Improvised Weapons count as flails and qualify for Sneak Attack, Weapon Finesse, and Thief Weapon Talent.
Mighty Smash - replaces Backstab
You attack a distracted target with a mighty blow while he is unbalanced.
Prerequisite: You must be using a weapon (not unarmed) and the target must grant combat advantage
Effect: You gain +2 power bonus to the attack roll and do extra damage equal to backstab as normal. In addition the target grants combat advantage until the end of your next turn, and you either break your weapon if mundane or lose it on the floor in the enemy's square if magical.
Destructive Trick
Your attack manages to knock people off guard or cause unexpected damage to the environment. The attack gains the Rattling Keyword.
Notes
The damage is deliberately lower for the improvised thief than the thief - +2/d6 < +3/d4 and +2/d8 < +3/d6, and there's no rapier-equivalent. On the other hand it has versatility. Likewise the Arena Slayer - it starts off as a tradeoff of +1 to hit for about +2 damage - but the damage will be caught up with leading to +1 to hit with all proficient weapons vs a greater range of unused proficiencies and better with improvised weapons when you need them (both rarely useful) and some spare feats not spent on effective feat taxes.