Flexible Attack
A Dozen Cuts
The target also takes ongoing damage equal to double your Dexterity modifier, or triple it at 8th level.
Once per battle, you can trigger a dozen cuts with a natural odd hit.
Brace for it
Until the end of your next turn, the first critical hit you take from a melee attack becomes a normal hit instead.
Brace for it now works against a critical hit from any type of attack.
Brace for it works against any number of critical hits before your next turn.
Carve an Opening
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.
The crit range bonus from carve an opening is +2 instead of +1.
Combat Mastery
You can use this maneuver only once per battle.
Increase the escalation die by 1.
Combat mastery now also triggers on any natural even hit.
Deadly Assault
Reroll any 1s from your damage roll. You're stuck with the rerolls.
Now you can reroll both 1s and 2s with deadly assault.
Deadly assault now also triggers on a natural 17+.
Defensive Fighting
Gain a +2 bonus to AC until the end of your next turn.
You also gain the bonus to Physical Defense.
The bonus increases to +3.
You also gain the bonus to Mental Defense.
Grim Intent
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
You can use this maneuver only once per round.
Make another melee weapon attack against a different target.
Hang Tough!
Give a nearby ally temporary hit points equal to your Charisma modifier.
If the ally is staggered, double the temporary hit points.
Add your level to the temporary hit points given (add before any doubling).
You can choose yourself instead of an ally as the target of the battle cry.
Heavy Blows
You gain a bonus to your miss damage with that attack equal to the escalation die.
If you attacked with a two-handed weapon, heavy blows can trigger on any miss, odd or even.
The bonus instead equals double the escalation die with a one-handed weapon, or triple it with a two-handed weapon.
Hero's Skill
Add +2 to the attack roll, then halve any damage dealt by the attack if it hits.
Add +4 to the attack roll instead of +2.
The damage is no longer halved on a hit after using hero's skill.
It's All Yours!
This battle, your next ally to attack the target you missed gains a +2 attack bonus with that attack.
That ally's attack also deals +1d6 damage.
The damage bonus increases to +3d6.
The damage bonus increases to +3d12.
Make 'em Flinch
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!
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.
The disengage check gains a +2 bonus.
The bonus increases to +5.
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
You can roll a save against a save ends effect.
You gain a +2 bonus to the save.
Precision Attack
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.
You can now use precision attack with a ranged attack.
Pull it Together!
One nearby ally can heal using a recovery.
The target adds +1d4 healing per point on the escalation die.
The attack can now also trigger on any natural even roll; the extra healing is now +1d6 per point.
You can use pull it together three times per battle; the extra healing is now +1d10 per point.
Punish Them
You can use this maneuver only when you make an opportunity attack.
The target is dazed until the end of its turn.
If the target was moving, it stops moving and loses the rest of its move action.
The dazed effect is now save ends.
The target is now weakened (save ends) instead of dazed.
Second Shot
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.
The second shot attack penalty is –2 instead.
Set 'em Up
The crit range of your attacks against the target expands by 3 (generally 17+) until the end of the battle (cumulative).
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
You must be using a shield.
The target pops free from you after the attack (does not allow opportunity attacks).
If the target is also engaged with any of your allies, you can have it pop free from them as well.
Once per battle, you can also daze the target (save ends) of your shield bash attack, if that enemy is staggered.
Spinning Charge
You must have moved before the attack.
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.
If the escalation die is 3+, the second spinning charge attack deals full damage.
Stay Strong!
Give a nearby ally a +2 bonus to AC until the start of your next turn.
Bonus also applies to PD.
Bonus also applies to MD.
Bonus increases to +4.
Stay True!
A nearby ally regains the use of a once-per-battle racial ability that was expended this battle.
Steady Now
You gain temporary hit points equal to your Constitution modifier.
The temporary hit points increase to double your Constitution modifier.
Strong Guard
You must be using a shield.
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.
Bonus also applies to PD.
Bonus increases to +3.
Sword Master's Anticipation
You must have the Skilled Intercept talent to use this maneuver.
The next time you use Skilled Intercept this battle, your Skilled Intercept save automatically succeeds.
Sword of Destiny
You can heal using a free recovery.
If the escalation die is 3+, you can now trigger sword of destiny with a natural 18+.
Take Heart!
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!
Choose one nearby ally. That ally can expend a recovery to regain a daily power or spell.
The battle cry can now trigger on natural 18+.
They Fall Before Us!
You can use this battle cry only on your turn.
A nearby ally can make a basic attack as a free action.
The battle cry can now trigger on a natural 19+.
Two-Weapon Pressure
You must be using a weapon in each hand.
Until the end of your next turn, you gain a +2 melee attack bonus against the target.
The bonus increases to +4.
Victory is Ours!
A nearby ally can heal using a recovery, and three nearby allies gain a +3d6 damage bonus to their next damage roll this battle.
The battle cry can now trigger when the escalation die is 3+ instead of 5+.
The damage bonus is now +3d12.
We Need You!
A nearby conscious ally can roll a save against a save ends effect.
The save gains a +1 bonus.
The bonus increases to +2.
If the escalation die is 3+, two nearby conscious allies (instead of one) can each roll a save (with bonuses).