Post by Deekin on Jun 4, 2008 20:28:58 GMT -5
Dwarven fighter 1-
HP 31
Bloodied 15
Healing Surges per Day 12
Healing Surge Amount: 7
Init: +1
Defenses
AC: 17
Ref: 11
Fort: 15
Will: 12
Melee Basic Attack: +6 2d6+4 (Maul)
Ranged Basic Attack +3 1d4+3 (Dagger)
Ability Scores
STR 16 (+3) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Feats:
Power Attack: Trade -2 for +3 Damage.
Skills:
[/td][/tr]
[tr][td]Arcana[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Athletics[/td][td]Trainted[/td][td]+8[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Diplomancy[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Untrainted[/td][td]+4[/td][/td][/tr]
[tr][td]Endurance[/td][td]Trainted[/td][td]+10[/td][/td][/tr]
[tr][td]Heal[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]History[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Nature[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrainted[/td][td]+2[/td][/tr]
[tr][td]Religion[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[/table]
Racial Features:
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you
normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides
a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Class Features:
Combat Challenge
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any
attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Fighter Weapon Talent
Choose either one-handed or two-handed weapons.
When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.
(Two Handed Chosen
Powers:
Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Reaping Strike Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy’s defenses.
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.
Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.
Per Encounter
Spinning Sweep Fighter Attack 1
You spin beneath your enemy’s guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Per Day-
Brute Strike Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Gear:
Armor: Scale Mail
Weapons: Maul, 5 daggers
Other:a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Money: 10 GP
HP 31
Bloodied 15
Healing Surges per Day 12
Healing Surge Amount: 7
Init: +1
Defenses
AC: 17
Ref: 11
Fort: 15
Will: 12
Melee Basic Attack: +6 2d6+4 (Maul)
Ranged Basic Attack +3 1d4+3 (Dagger)
Ability Scores
STR 16 (+3) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Feats:
Power Attack: Trade -2 for +3 Damage.
Skills:
Acrobatics | Untrainted | +1 |
[tr][td]Arcana[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Athletics[/td][td]Trainted[/td][td]+8[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Diplomancy[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Untrainted[/td][td]+4[/td][/td][/tr]
[tr][td]Endurance[/td][td]Trainted[/td][td]+10[/td][/td][/tr]
[tr][td]Heal[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]History[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Nature[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrainted[/td][td]+2[/td][/tr]
[tr][td]Religion[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[/table]
Racial Features:
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you
normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides
a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Class Features:
Combat Challenge
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any
attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Fighter Weapon Talent
Choose either one-handed or two-handed weapons.
When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.
(Two Handed Chosen
Powers:
Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Reaping Strike Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy’s defenses.
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.
Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.
Per Encounter
Spinning Sweep Fighter Attack 1
You spin beneath your enemy’s guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Per Day-
Brute Strike Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Gear:
Armor: Scale Mail
Weapons: Maul, 5 daggers
Other:a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Money: 10 GP