Harbinger
"Take your time, I'll keep them busy"
CLASS TRAITS:
Role: Striker
Power Source: Martial
Key Abilities: Strength, Charisma, Dexterity

Armour Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, Simple ranged
Implements:
Bonuses to Defense: , +3 Reflex

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Athletics. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Bluff, Diplomacy, Endurance, History, Streetwise

Class Features: Oath of the Wind, Harbinger's Stride, Harbinger Path, Subtle Preference
Harbingers are the pointmen of battles. Trained to be fast and equipped to be deadly. They speed across the battle field ahead of their allies, thier main priority is to disrupt enemies formations causing chaos and confusion. The road to becoming a Harbinger is a strain on the physical body as it requieres immence strength with minimal weight. Harbingers take great pride in being the fastest of all their allies, and for this reason they prefer to be the only Harbingers in a group as rivalries and bitter competition usually arises when there are two or more Harbingers working together. Aswell as being skilled fighters Harbingers are great emissaries, boasting fast wits and sly tongues they can easily earn respect from the highest of society.
Class Features

OATH OF THE WIND
Weilding a two-handed weapon negates all Harbinger Features and you take a -4 penalty to attack rolls.

HARBINGER'S STRIDE
Gain a +2 Class bonus to your Speed.

HARBINGER PATH
Using either their quick wits or their nimble hands Harbigers gain one of the following fearures
    Sly tongue: Gain a +4 Class bonus to Bluff, Diplomacy and History checks.
    Agressive Negotiator: Gain a +2 Class bonus to attack rolls for powers with the 'weapon' keyword.

SUBTLE PREFERENCE
Gain a +1 Class bonus to damage rolls for any off-hand weapon

Harbinger Powers
Level 1 At-Will Powers
Elaborate sweep
Harbinger Attack 1
"Distracting your enemy, you allow an ally to get closer"
At-Will * Martial, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Increase damage to 2[W] + Charisma modifier at 21st level.
Effect: Your nearest ally can shift 2 squares.
Frontline strike
Harbinger Attack 1
"As you fly into battle your attack causes your enemies lines to faulter"
At-Will * Martial, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Effect: Push the target 1 square
Falcon dash
Harbinger Attack 1
"You strike your enemy then dash back with the speed of a falcon"
At-Will * Arcane, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Effect: You can shift 2 square.
Dance of wind
Harbinger Attack 1
"Your nimble feet and hands force your enemy to follow your lead!
At-Will * Martial, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Increase damage to 2[W] + Charisma modifier at 21st level.
Effect: Switch places with the target (does not provoke opportunity attacks)
Level 1 Encounter Powers
Bringing the disorder
Harbinger Attack 1
"Wounding one enemy will cause others to spread"
Encounter * Arcane, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Effect: You can push 2 adjacent enemies 1 square (excluding target).
Twin dance strike
Harbinger Attack 1
"After landing a blow on one foe you leap at another"
Encounter * Martial, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Miss: No Secondary Attack. You may still shift
Effect: You shift 1 square.
Secondary Target: One creature
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Cut to the chase
Harbinger Attack 1
"You gain a quick burst of speed, tearing into and enemy"
Encounter * Martial, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Effect: You can shift 2 squares before attacking.
Level 1 Daily Powers
Dart in, Dart out
Harbinger Attack 1
"You leap into your strike and then jump back out before your enemy has time to react"
Daily * Martial, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Miss: Half damage. Can only shist before attack
Effect: You may shift 2 square before and after the attack
Dazzling flurry
Harbinger Attack 1
"Your strikes cause the enmeie to become overcome and confused"
Daily * Martial, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage
Miss: Half damage. Enemy is dazed untill the end of your next turn
Effect: Enemy is Dazed (save ends) and falls prone.
Deadly vortex
Harbinger Attack 1
"As your enemies surround you, they only make it easier to hurt"
Daily * Arcane, Weapon
Standard Action                 Melee weapon
Target: All adjacent enemies
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage