Iron Vanguard

Prerequisite: Fighter

You become a vision of physical perfection, mighty in body and ruthless in your pursuit of victory. No one defends the front line of a battle better than you do, easily taking ground and pushing the enemy to and fro.

IRON VANGUARD PATH FEATURES

    Enduring Warrior (11th level): When you reduce an enemy to 0 hit points, you regain hit points equal to your Constitution modifier.
    Ferocious Reaction (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to all defenses until the start of your next turn.
    In addition, if you drop to 0 hit points or fewer and have not spent an action point during this encounter, you can use an immediate interrupt to spend an action point to take an extra action.
    Trample the Fallen (16th level): When you push a creature or knock a creature prone, it takes damage equal to your Constitution modifier.

Iron Vanguard Attack 11Frontline Surge

You beat back your enemy, allowing you and your allies to seize new ground.

Encounter        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you can push the target 1 square. You can then shift 1 square toward the target. If you do so, each ally within 2 squares of you can shift 1 square as a free action.


Iron Vanguard Utility 12Inexorable Shift

You use your superior positioning to knock back an enemy and move into its space.

Encounter        Martial
Move Action      Personal

Effect: You shift 1 square. You can shift into a square occupied by a creature. If you do so, you push that creature 1 square.


Iron Vanguard Attack 20Indomitable Strength

You heave your enemy backward, sending it to the ground reeling. The momentary opening gives you a chance to catch your breath.

Daily        Healing, Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and you can push the target 1 square and knock it prone. In addition, the target is dazed until the end of your next turn.

Miss: Half damage.

Effect: You can spend a healing surge.


Published in Player's Handbook, page(s) 87, Class Compendium.