Description: Great empires require great builders. Whether raising barns or barbicans, builders create the infrastructure and defenses that make the world a better, safer place. Some study with great masters and learned architects, some apprentice with tradespeople and crafters, and still others are self-taught through trial and error.
Requirement: You must be trained in any one of Arcana, Dungeoneering, Endurance, History, Nature, Religion, or Thievery.
Benefit: You gain a +2 bonus to Dungeoneering skill checks to assess the condition, strength, and weaknesses of structures. You also gain a discount of 5% to purchase structures and improvements for your bases.
|Focus||Focus 1||Focus 2||Focus 3|
|Brawn||Musclebound: You gain a +1 per tier bonus to Weapon damage rolls, and a +2 bonus per tier to Strength ability checks. Your carrying capacity also increases by 10%||Reduce to Rubble: Encounter Power, Standard Action, Target: A square of blocking terrain blocking line of effect to an enemy, Effect: The blocking terrain is destroyed, its square and all adjacent squares fill with difficult terrain, and each enemy adjacent to the square grant combat advantage until the end of your next turn.||Mighty Parry: Daily Power, Immediate Interrupt, Trigger: An enemy hits you or an adjacent ally with a ranged or melee attack, Effect: Make a basic melee attack roll. If your result is higher than the triggering enemy, the attack misses and you may push the triggering enemy 1 square. If the attack rolls is equal to or lower than the enemy’s, the triggering attack deals half damage and you are knocked prone.|
|Construction||Master Builder: Improvements to your bases are built in half the usual amount of time.||Makeshift Fortification: Daily Power, Standard Action, Wall, Close blast 5, Target: Difficult terrain squares in blast, Effect: Remove up to 5 squares of difficult terrain in the blast, and you can create an equal number of squares into a Wall made of the same material that lasts until the end of your next turn. When the wall fades, its spaces become difficult terrain.||Scaffold Expertise: Encounter Power, No Action, Trigger: Forced movement would push you over a ledge, Effect: You gain a +5 to the saving throw to not be pushed over the ledge, and if you succeed, you do not fall prone as a result.|
|Engineering||Crafty Design: Encounter Power, No Action, Trigger: You make a Dungeoneering or Thievery skill check, Effect: You gain a +4 bonus to the check result.||Eye for Flaws: Daily Power, Minor Action, Effect: Until the end of the encounter, your attacks ignore 2 points of damage reduction per tier.||Efficient Use of Space: Your developed tiles can accommodate one more lot than usual.|
|Planning||Forethought: Encounter Power, Minor Action, Effect: Choose one of acid, cold, fire, lightning, poison, or thunder. Until the end of your next turn, you gain resist 5 per tier to that energy type.||Future-Proofing: Upgrading structures in your bases costs 25% less gold.||The Perfect Moment: Daily Power, No Action, Trigger: You hit an enemy with an attack, Effect: The enemy is weakened (save ends).|
|Supply||Use What You’ve Got: Your discount to build structures and improvements to your bases improves to 10%.||What Else You Got?: Daily Power, Free Action, Trigger: You draw a Hero card, Effect: Draw an additional card, choose one to keep, and put any others on the bottom of the deck in any order.||Dig Deep: Encounter Power, Standard Action, Healing, Target: You or an adjacent ally, Effect: The target may spend a healing surge.|