Flexible Attack

A Dozen Cuts

Flexible melee attack
Trigger: 
Any natural even hit
Effect: 

The target also takes ongoing damage equal to double your Dexterity modifier, or triple it at 8th level.

Champion Feat: 

Once per battle, you can trigger a dozen cuts with a natural odd hit.

Brace for it

Flexible melee attack
Trigger: 
Any miss
Effect: 

Until the end of your next turn, the first critical hit you take from a melee attack becomes a normal hit instead.

Adventurer Feat: 

Brace for it now works against a critical hit from any type of attack.

Champion Feat: 

Brace for it works against any number of critical hits before your next turn.

Carve an Opening

Flexible melee attack
Trigger: 
Any natural odd roll
Effect: 

Your crit range with melee attacks expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal.

Champion Feat: 

The crit range bonus from carve an opening is +2 instead of +1.

Combat Mastery

Flexible melee attack
Special: 

You can use this maneuver only once per battle.

Trigger: 
Natural 16+
Effect: 

Increase the escalation die by 1.

Epic Feat: 

Combat mastery now also triggers on any natural even hit.

Deadly Assault

Flexible melee or ranged attack
Trigger: 
Any natural even hit
Effect: 

Reroll any 1s from your damage roll. You're stuck with the rerolls.

Adventurer Feat: 

Now you can reroll both 1s and 2s with deadly assault.

Champion Feat: 

Deadly assault now also triggers on a natural 17+.

Defensive Fighting

Flexible melee attack
Trigger: 
Natural 16+; if you fight with a shield, also any natural even roll
Effect: 

Gain a +2 bonus to AC until the end of your next turn.

Adventurer Feat: 

You also gain the bonus to Physical Defense.

Champion Feat: 

The bonus increases to +3.

Epic Feat: 

You also gain the bonus to Mental Defense.

Grim Intent

Flexible melee attack
Trigger: 
Any natural even miss
Effect: 

The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage. At 5th level, instead add 2 total WEAPON dice; at 8th level, instead add 3 total WEAPON dice.

Hack & Slash

Flexible melee attack
Special: 

You can use this maneuver only once per round.

Trigger: 
Any natural even roll, when the escalation die is 2+
Effect: 

Make another melee weapon attack against a different target.

Hang Tough!

Flexible melee attack
Trigger: 
Natural odd roll
Effect: 

Give a nearby ally temporary hit points equal to your Charisma modifier.

Adventurer Feat: 

If the ally is staggered, double the temporary hit points.

Champion Feat: 

Add your level to the temporary hit points given (add before any doubling).

Epic Feat: 

You can choose yourself instead of an ally as the target of the battle cry.

Heavy Blows

Flexible melee attack
Trigger: 
Any natural even miss
Effect: 

You gain a bonus to your miss damage with that attack equal to the escalation die.

Champion Feat: 

If you attacked with a two-handed weapon, heavy blows can trigger on any miss, odd or even.

Epic Feat: 

The bonus instead equals double the escalation die with a one-handed weapon, or triple it with a two-handed weapon.

Hero's Skill

Flexible melee or ranged attack
Trigger: 
Any natural even miss
Effect: 

Add +2 to the attack roll, then halve any damage dealt by the attack if it hits.

Champion Feat: 

Add +4 to the attack roll instead of +2.

Epic Feat: 

The damage is no longer halved on a hit after using hero's skill.

It's All Yours!

Flexible melee attack
Trigger: 
Natural even miss
Effect: 

This battle, your next ally to attack the target you missed gains a +2 attack bonus with that attack.

Adventurer Feat: 

That ally's attack also deals +1d6 damage.

Champion Feat: 

The damage bonus increases to +3d6.

Epic Feat: 

The damage bonus increases to +3d12.

Make 'em Flinch

Flexible melee attack
Trigger: 
Any natural even miss
Effect: 

Add the higher modifier from your Strength or Dexterity to the miss damage. At 5th level the damage bonus increases to double your chosen modifier; at 8th level the damage bonus increases to triple it.

Move It!

Flexible Melee Attack
Trigger: 
Natural even roll
Effect: 

Choose either…

  • One of your unengaged allies can move as a free action
  • One of your engaged allies can make a disengage check as a free action.
Adventurer Feat: 

The disengage check gains a +2 bonus.

Champion Feat: 

The bonus increases to +5.

Epic Feat: 

An engaged ally you target with this battle cry can pop free from one enemy as a free action before making the disengage check.

Never Surrender

Flexible melee attack
Trigger: 
Any natural even roll
Effect: 

You can roll a save against a save ends effect.

Epic Feat: 

You gain a +2 bonus to the save.

Precision Attack

Flexible melee attack
Trigger: 
Any hit with a natural 16+
Effect: 

You gain a bonus to the damage roll equal to your Dexterity modifier. At 5th level, the damage bonus increases to double your Dexterity modifier; at 8th level the damage bonus increases to triple it.

Adventurer Feat: 

You can now use precision attack with a ranged attack.

Pull it Together!

Flexible Melee Attack
Trigger: 
Natural 11+; use only twice per battle
Effect: 

One nearby ally can heal using a recovery.

Adventurer Feat: 

The target adds +1d4 healing per point on the escalation die.

Champion Feat: 

The attack can now also trigger on any natural even roll; the extra healing is now +1d6 per point.

Epic Feat: 

You can use pull it together three times per battle; the extra healing is now +1d10 per point.

Punish Them

Flexible melee attack
Special: 

You can use this maneuver only when you make an opportunity attack.

Trigger: 
Any hit with a natural 16+
Effect: 

The target is dazed until the end of its turn.

Adventurer Feat: 

If the target was moving, it stops moving and loses the rest of its move action.

Champion Feat: 

The dazed effect is now save ends.

Epic Feat: 

The target is now weakened (save ends) instead of dazed.

Second Shot

Flexible ranged attack
Trigger: 
Natural 16+
Effect: 

After this attack, you can make a basic ranged attack with the same weapon (as long as it's not a weapon that takes a quick action to reload or draw) with a –4 attack penalty.

You can't use any maneuvers with the second attack.

Champion Feat: 

The second shot attack penalty is –2 instead.

Set 'em Up

Flexible melee attack
Trigger: 
Any hit with a natural 16+
Effect: 

The crit range of your attacks against the target expands by 3 (generally 17+) until the end of the battle (cumulative).

Epic Feat: 

The crit range bonus from set 'em up now also applies to any ally who attacks the target while you are engaged with it.

Shield Bash

Flexible melee attack
Special: 

You must be using a shield.

Trigger: 
Any natural even roll
Effect: 

The target pops free from you after the attack (does not allow opportunity attacks).

Adventurer Feat: 

If the target is also engaged with any of your allies, you can have it pop free from them as well.

Champion Feat: 

Once per battle, you can also daze the target (save ends) of your shield bash attack, if that enemy is staggered.

Spinning Charge

Flexible melee attack
Special: 

You must have moved before the attack.

Trigger: 
Any natural even hit
Effect: 

After dealing damage, you can pop free from the target, move to a different nearby enemy, and make a basic melee attack against that enemy.

You can't use any maneuvers with the second attack, and it deals only half damage.

Epic Feat: 

If the escalation die is 3+, the second spinning charge attack deals full damage.

Stay Strong!

Flexible Melee Attack
Trigger: 
Natural 16+
Effect: 

Give a nearby ally a +2 bonus to AC until the start of your next turn.

Adventurer Feat: 

Bonus also applies to PD.

Champion Feat: 

Bonus also applies to MD.

Epic Feat: 

Bonus increases to +4.

Stay True!

Flexible melee attack
Trigger: 
Natural 16+ if the escalation die is 3+; otherwise natural 20
Effect: 

A nearby ally regains the use of a once-per-battle racial ability that was expended this battle.

Steady Now

Flexible melee attack
Trigger: 
Any natural even miss
Effect: 

You gain temporary hit points equal to your Constitution modifier.

Champion Feat: 

The temporary hit points increase to double your Constitution modifier.

Strong Guard

Flexible melee attack
Special: 

You must be using a shield.

Trigger: 
Any miss
Effect: 

One ally next to you (including an ally engaged with the same enemy as you) gains a +2 AC bonus until the start of your next turn or until you are no longer next to them.

Champion Feat: 

Bonus also applies to PD.

Epic Feat: 

Bonus increases to +3.

Sword Master's Anticipation

Flexible melee attack
Special: 

You must have the Skilled Intercept talent to use this maneuver.

Trigger: 
Any natural even roll
Effect: 

The next time you use Skilled Intercept this battle, your Skilled Intercept save automatically succeeds.

Sword of Destiny

Flexible melee attack
Trigger: 
Natural 20
Effect: 

You can heal using a free recovery.

Epic Feat: 

If the escalation die is 3+, you can now trigger sword of destiny with a natural 18+.

Take Heart!

Flexible melee attack
Trigger: 
Any hit
Effect: 

Choose a nearby ally. That ally can either roll a save against a save ends effect or roll a normal save against a condition that has a duration that lasts until the end or beginning of a turn.

The Time is Now!

Flexible melee attack
Trigger: 
Natural 19+
Effect: 

Choose one nearby ally. That ally can expend a recovery to regain a daily power or spell.

Epic Feat: 

The battle cry can now trigger on natural 18+.

They Fall Before Us!

Flexible melee attack
Special: 

You can use this battle cry only on your turn.

Trigger: 
Natural 20
Effect: 

A nearby ally can make a basic attack as a free action.

Epic Feat: 

The battle cry can now trigger on a natural 19+.

Two-Weapon Pressure

Flexible melee attack
Special: 

You must be using a weapon in each hand.

Trigger: 
Any miss
Effect: 

Until the end of your next turn, you gain a +2 melee attack bonus against the target.

Champion Feat: 

The bonus increases to +4.

Victory is Ours!

Flexible melee attack
Trigger: 
Natural 16+ if the escalation die is 5+; otherwise natural 20
Effect: 

A nearby ally can heal using a recovery, and three nearby allies gain a +3d6 damage bonus to their next damage roll this battle.

Champion Feat: 

The battle cry can now trigger when the escalation die is 3+ instead of 5+.

Epic Feat: 

The damage bonus is now +3d12.

We Need You!

Flexible Melee Attack
Trigger: 
Natural even hit
Effect: 

A nearby conscious ally can roll a save against a save ends effect.

Adventurer Feat: 

The save gains a +1 bonus.

Champion Feat: 

The bonus increases to +2.

Epic Feat: 

If the escalation die is 3+, two nearby conscious allies (instead of one) can each roll a save (with bonuses).

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