Description: The stalwart refuses to give up or give in, to give ground, or give them the satisfaction. Whether a noble knight sure in his honor or a farmer protecting his pig pen, a stalwart refuses to accept things are hopeless or certain. This can drive them to sacrifice themselves, but most would rather die than live on in disgrace after abandoning the fight, their friends, or their principles.
Requirement: You must be trained in Athletics, Dungeoneering, Endurance, History, or Nature.
Benefit: As long as you are not bloodied, whenever you stand up from prone, you may shift one square as a free action.
|Focus||Focus 1||Focus 2||Focus 3|
|Certainty||Keen Attention: Daily Power, No Action, Trigger: You make a Perception skill check, Effect: Roll two dice for the check and choose either one for your result.||Unerring: Whenever you make an attack that includes both an ally and an enemy, you may take -1 per tier to your attack rolls against the allies .||Devastating Critical: Daily Power, No Action, Trigger: You hit an enemy with a critical hit, Effect: The target is stunned until the end of your next turn. Special: If the target was already bloodied before you made this attack roll, it must also make an immediate saving throw. If it fails, it is reduced to 0 hit points.|
|Fearlessness||Courage: You gain resist 5 psychic per tier and a +5 bonus to saving throws against Fear effects.||Rally the Routed: Encounter Power, Immediate Interrupt, Trigger: You or an ally within 5 is subject to a push, pull, or slide, by an enemy attack, Effect: Negate the forced movement, and the enemy whose attack triggered this power grants you or your ally combat advantage until the end of your next turn.||Take Down: Daily Power, Immediate Reaction, Trigger: An enemy knocks you prone with a close or melee attack, Target: The triggering enemy, Attack: Your level +3 vs. Reflex, Hit: 2d8 damage per tier plus your highest ability modifier, and the target is knocked prone and cannot stand up until the end of your next turn, Effect: The target is knocked prone. .|
|Honor||Surprise Challenge: Encounter Power, Standard Action, Melee 1, Attack: Your level +3 vs. Will, Hit: 1d10 per tier + your highest ability modifier and the target cannot make an attack unless it includes you as a target until the end of your next turn, Miss: The target is marked until the end of your next turn.||Virtue of Courage: Daily Power, No Action, Trigger: You are bloodied by an enemy attack, Effect: You may make a saving throw, and you gain resist 5 all per tier until the end of your next turn.||Protect the Weak: While you are not bloodied, bloodied allies you can see gain a +2 bonus to all defenses while they are adjacent to you.|
|Justice||Righteous Vengeance: Whenever you make an attack against an enemy adjacent to one of your bloodied allies, you add +1 per tier to the attack roll and +2 per tier to the damage roll.||Balancing the Scales: Daily Power, No Action, Trigger: The DM draws a Monster Card, Effect: You may draw a Hero card.||Fiery Justice: Encounter Power, Fire, Radiant, Immediate Reaction, Trigger: An enemy attack does damage to you, Effect: The triggering enemy takes an equal amount of fire and radiant damage.|
|Unyielding||Hold On: Encounter Power, Immediate Interrupt, Trigger: An enemy imposes forced movement on you with a close or melee attack. Effect: The forced movement is cancelled, and the enemy takes damage equal to your highest ability modifier.||You May Not Pass: Your damage rolls from opportunity attacks gain +1d10 damage per tier.||Hallowed Earth: Daily Power, Minor Action, Healing, Stance, Effect: Until the end of the encounter or this stance ends, you regain 5 hit points per tier at the end of your turn as long as you were bloodied, did not move, and were not immobilized.|