Post by Fangor the Fierce on Jul 1, 2008 9:22:01 GMT -5
HP 24
Bloodied 12
Healing Surges per Day 8
Healing Surge Amount 7
Ability Scores
Str 16 +3
Dex 12 +1
Con 12 +1
Wis 10 +0
Int 12 +1
Cha 18 +4
Init: ?
Defenses
AC: ??
Ref: 11
Fort: 12
Will: 11
Melee Basic Attack:
Ranged Basic Attack:
Armor Proficiencies Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies Simple melee, military melee, simple ranged
Feats
Dragonborn Senses You gain low-light vision and +1 to Perception checks
Skills
Racial Features Bonus to Defense +1 Fortitude, +1 Will
Dragonborn Fury When you’re Bloodied you gain a +1 bonus on attack rolls.
Draconic Heritage You add your Con bonus to healing surge amount
Dragon Breath Dragonborn Racial Power
RACIAL TRAITS
Ability Scores: Str +2, Cha +2
Size: Medium
Vision Normal
Speed: 6 squares
Skill Bonuses +2 History, +2 Intimidate
Homeland: Deserts
Favoured class: Warlord
Class Features
Combat Leader You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Inspiring Presence When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier. (+4HP)
Inspiring Word Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
Powers
Racial
Dragon Breath - Dragonborn Racial Power
Encounter ✦ Acid, Cold, Fire, Lightning or Poison
Minor Action Close Blast 3
Target All creatures in blast
Attack Strength vs. Reflex
Hit: 1d6 + Constitution modifier of acid damage
Class
Inspiring Word - Warlord Feature
Encounter (Twice per encounter) ✦ Martial, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points
At Will (2)
Furious Smash Warlord Attack 1
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost
Wolfpack Tactics Warlord Attack 1
At-Will ✦ Martial, Weapon
Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level
Per Encounter:
Guarding Attack
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier
Per Day
Bastion of Defense - Warlord Attack 1
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage.
Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier
Gear:
Armor: ??
Weapons: ??
Other: ??
Bloodied 12
Healing Surges per Day 8
Healing Surge Amount 7
Ability Scores
Str 16 +3
Dex 12 +1
Con 12 +1
Wis 10 +0
Int 12 +1
Cha 18 +4
Init: ?
Defenses
AC: ??
Ref: 11
Fort: 12
Will: 11
Melee Basic Attack:
Ranged Basic Attack:
Armor Proficiencies Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies Simple melee, military melee, simple ranged
Feats
Dragonborn Senses You gain low-light vision and +1 to Perception checks
Skills
Skill | Un/Trained | Att | Misc | Total |
Acrobatics | o | 1 | 0 | 1 |
Arcana | o | ? | 0 | ? |
Athletics | ✦ | 3 | 0 | 8 |
Bluff | o | 4 | 0 | 4 |
Diplomancy | ✦ | 4 | 0 | 9 |
Dungeoneering | o | 0 | 0 | 0 |
Endurance | ✦ | 4 | 0 | 9 |
Heal | o | 0 | 0 | 0 |
History | o | 1 | 2 | 3 |
Insight | o | 0 | 0 | 0 |
Intimidate | ✦ | 4 | 2 | 11 |
Nature | o | ? | 0 | ? |
Perception | o | 0 | 1 | 1 |
Religion | o | ? | 0 | ? |
Stealth | o | 1 | 0 | 1 |
Streetwise | o | 4 | 0 | 4 |
Thievery | o | 1 | 0 | 1 |
Racial Features Bonus to Defense +1 Fortitude, +1 Will
Dragonborn Fury When you’re Bloodied you gain a +1 bonus on attack rolls.
Draconic Heritage You add your Con bonus to healing surge amount
Dragon Breath Dragonborn Racial Power
RACIAL TRAITS
Ability Scores: Str +2, Cha +2
Size: Medium
Vision Normal
Speed: 6 squares
Skill Bonuses +2 History, +2 Intimidate
Homeland: Deserts
Favoured class: Warlord
Class Features
Combat Leader You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Inspiring Presence When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier. (+4HP)
Inspiring Word Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
Powers
Racial
Dragon Breath - Dragonborn Racial Power
Encounter ✦ Acid, Cold, Fire, Lightning or Poison
Minor Action Close Blast 3
Target All creatures in blast
Attack Strength vs. Reflex
Hit: 1d6 + Constitution modifier of acid damage
Class
Inspiring Word - Warlord Feature
Encounter (Twice per encounter) ✦ Martial, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points
At Will (2)
Furious Smash Warlord Attack 1
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost
Wolfpack Tactics Warlord Attack 1
At-Will ✦ Martial, Weapon
Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level
Per Encounter:
Guarding Attack
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier
Per Day
Bastion of Defense - Warlord Attack 1
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage.
Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier
Gear:
Armor: ??
Weapons: ??
Other: ??