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==Miscellaneous== ===Arena Champion=== Available to any martial trained in Intimidate and with an <nowiki>[Arena Fighting]</nowiki> feat, this is a rather rounded-out path for anyone who wants to prove themselves in combat and has a really good basic attack. ''Study Foe'' gives a use to the oft-neglected Total Defense action by letting the next attack after using this add 1/2 your Wis/Cha to hit, ''Awing Action'' penalizes the attacks of anyone you hit when spending an AP. Seize Opening lets you hit someone as part of using bluff to gain Combat Advantage, which makes having that skill trained is also very handy. Taxing Strike rides off a basic attack and weakens the target. Hidden Reserves is your rescue card, spending a surge just as you hit 0 HP. Bloodletting Strike triples the damage of a basic attack and then slaps save-ends ongoing damage and -2 to all defenses, which is only made better by being a reliable attack. ===Battle Champion=== This particular path requires a multiclass between fighter and warlord, resulting in a playstyle that blends being an inspirational figure with being a gritty warrior who can take the worst anyone dishes out. ''Champion's Presence'' doesn't do anything for you, interestingly enough, but it does let an ally who spends an AP to re-roll their attack and crit on a 19+. ''Defensive Word'' lets anyone benefiting from Inspiring Word gain +2 to defenses until they attack, while ''Veteran Action'' lets a nearby ally make an MBA when you spend an AP and attack. End This is a handy one-two that shoves an enemy over to a waiting ally's clutches, then enabling that ally to make an MBA with Combat Advantage. Vigilant Defense gives a small aura that lets allies gain +Int to Opportunity Attacks (hereby demanding Resourceful, Skirmisher, or Tactical Warlords for max benefit), which is situational at times. Decisive Stratagem lets all allies slide a space before and after you attack while also letting them either gain THP or make an MBA. ===Oman Giantkiller=== This path requires a mix between fighter and a class with Hunter's Quarry (read: ranger) and the Moonshae Isles regional benefit, with some need to be flexible between throwing and swinging in order to take down greater adversaries. ''In the Thick of the Action'' lets you spend an AP for +2 speed and +4 damage on larger enemies, ''Northlander's Persistence'' lets you spend 2 surges when you use Second Wind, and ''One More Time'' lets you mark a target when you designate them as your quarry for the first time. Toss and Close has you throw a weapon before moving to the enemy and making a free MBA with a (potential) second weapon. Focused Assault lets you mark and quarry one enemy for the turn. Coordinated Devastation has you use both weapons on a target letting allies crit on an 18+ against the target (17+ for a larger enemy) when both hits land. ===Sword Coast Corsair=== A [[Forgotten Realms]] path built upon being a [[pirate]] who lives in his boat and enjoys being scary. ''Expert Mariner'' is your fluff-boost of multiple sorts: +2 to initiative while on a ship, Training or a +2 bonus on any skills involved with a ship's management, and the ability to share this with everyone. ''Sea Legs'' uses an AP to let you ignore terrain and +2 speed, and ''Bold Attacker'' gives +2 to Will when you hit in melee. Strike Terror is a Str-or-Dex reliant Fear attack that pushes back a shocking 5 squares. Nerves of Steel gives you a free save, adding +5 if you're under a Fear effect. Keelhaul whacks someone and then has you haul them three squares.
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