Post by cyco on Feb 25, 2009 19:13:27 GMT -5
Gabullifax "Gabe"
Tiefling Warlord 2
HP 29
Bloodied 14
Healing Surge Amount: 7 (+2 from dragonling)
Healing Surges per Day 8
Init: +2
Defenses
AC: 19
Ref: 15
Fort: 15
Will: 14
Melee Basic Attack: +6, 2d4+3 (Glaive) or +7, 1d8+3 (Longsword)
Ranged Basic Attack +6, 1d6+3 (Handaxe)
Ability Scores
STR 16 (+4) DEX 8 (+0) CON 12 (+2)
INT 18 (+4) WIS 10 (+1) CHA 14 (+3)
Skills:
[/td][/tr]
[tr][td]Arcana[/td][td]Trained[/td][td]+10[/td][/td][/tr]
[tr][td]Athletics[/td][td]Trained[/td][td]+8[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrained[/td][td]+5[/td][/td][/tr]
[tr][td]Diplomacy[/td][td]Trained[/td][td]+8[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Endurance[/td][td]Trained[/td][td]+6[/td][/td][/tr]
[tr][td]Heal[/td][td]Trained[/td][td]+6[/td][/td][/tr]
[tr][td]History[/td][td]Untrained[/td][td]+5[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Untrained[/td][td]+3[/td][/td][/tr]
[tr][td]Nature[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrained[/td][td]+1[/td][/tr]
[tr][td]Religion[/td][td]Untrained[/td][td]+5[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrained[/td][td]+3[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrained[/td][td]-1[/td][/td][/tr]
[/table]
Racial Features:
Ability Scores: +2 Int, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin, (+Draconic)
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain +1 racial bonus to attack rolls against Bloodied foes.
Fire Resistance: You have resist fire 5+1/2 leve (6)l
Infernal Wrath: You may use the Tiefling Racial power Infernal Wrath.
Class Features:
Bonus to Defense: Fort +1, Will +1
Weapon Proficiencies: Simple melee, military melee, simple ranged
Armor Proficiencies: Cloth, Leather, Hide, Chainmail; Light Shield
Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Inspiring Word
Using the inspiring word, warlords can grants their comrades additional resilience with nothing more than a shout of encouragement.
Tactical Presence
When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one half your Intelligence modifier (+2).
Feats:
Arcane Initiate - Wizard: Arcana skill, wizard power 1/encounter (Thunderwave)
Arcane Familiar - You gain a familiar (Dragonling)
Powers:
At-Will
Commander's Strike - Warlord Attack 1
With a shout, toy command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target.
Hit: Ally's basic attack damage + your Intelligence modifier (+4)
Viper's Strike - Warlord Attack 1
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Glaive: +6 attack, 2d4+3 damage
Per Encounter
Infernal Wrath - Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Encounter
Minor Action; Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier (+2) as extra damage.
Inspiring Word - Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
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.
Rub Some Dirt On It - Warlord Utility
With a wisecrack, you give your comrade a little courage despite his wounds.
Encounter ✦ Martial
Minor Action; Melee Touch
Target: You if you’re bloodied or one bloodied ally
Effect: The target gains temporary hit points equal to 5 + your Charisma modifier.
Warlord's Favor - Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Glaive: +6 attack, 4d4+3 damage
Thunderwave - Wizard (Multiclass)
You create a whip-crack of sonic power that lashes up from the ground.
At-Will ✦ Arcane, Implement, Thunder
Standard Action; Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Unarmed: +5 attack, 1d6+4 damage
Per Day
Lead the Attack - Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier (+5).
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Glaive: +6 attack, 6d4+3 damage
Familiar:
Sorcerers who follow the draconic tradition, along with other spellcasters who rely on endurance and physical might, manifest dragonling familiars.
Speed 5, fly 6 (hover)
Constant Benefits
You can read and speak Draconic.
When you spend a healing surge, you regain 2 additional hit points.
Active Benefits
Dragon's Breath: Once per encounter, you can use your dragonling's space as the origin square for a close blast arcane attack power.
Armor:
Armor of Necrotic Resistance +1 (+4* AC, -1 Check, 25 lbs)
Enhancement: AC, Property: Resist 5 to necrotic.
Weapons:
Glaive (+2, 2d4, Reach)
Longsword (+3, 1d8, Versatile)
Handaxe (+2, 1d6, Heavy Thrown, Off-hand)
Alchemist's Acid (level 1)
Power (Consumable • Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid damage.
Alchemist's Fire (level 1)
Power (Consumable • Fire): Standard Action. Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage.
Gear:
Adventurer's Kit (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
Appearance:
Skin the colour of red clay and pure black orbs for eyes stare out unblinking from under a forehead formed from the base of a pair of twisted and angular edged horns that are predominately red which thin scars of white winding their way along their length. A long mane of deepest black hair falls from behind the horns.
His frequent smile shows razor sharp pearl white teeth and his voice is a deep and sometimes almost soothing bass. He talks in a very clear and precise fashion.
He wears a crimson suit of form fitting crocodile skins edged, riveted and fastened with blackened metal spikes, studs and buckles. The fit of the armor shows off his well developed muscles.
Gabe's Group Bonuses:
Any ally within 10 squares that can see and hear me gains +2 to initiative.
Any ally who can see me spending an action point to attack gains +2 to hit
Thanks to TheUdjat for creating the character and cleaning up this thread.
I've removed references to higher levels as I will just adjust the description if Gabe ever gets that high.
Tiefling Warlord 2
HP 29
Bloodied 14
Healing Surge Amount: 7 (+2 from dragonling)
Healing Surges per Day 8
Init: +2
Defenses
AC: 19
Ref: 15
Fort: 15
Will: 14
Melee Basic Attack: +6, 2d4+3 (Glaive) or +7, 1d8+3 (Longsword)
Ranged Basic Attack +6, 1d6+3 (Handaxe)
Ability Scores
STR 16 (+4) DEX 8 (+0) CON 12 (+2)
INT 18 (+4) WIS 10 (+1) CHA 14 (+3)
Skills:
Acrobatics | Untrained | -1 |
[tr][td]Arcana[/td][td]Trained[/td][td]+10[/td][/td][/tr]
[tr][td]Athletics[/td][td]Trained[/td][td]+8[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrained[/td][td]+5[/td][/td][/tr]
[tr][td]Diplomacy[/td][td]Trained[/td][td]+8[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Endurance[/td][td]Trained[/td][td]+6[/td][/td][/tr]
[tr][td]Heal[/td][td]Trained[/td][td]+6[/td][/td][/tr]
[tr][td]History[/td][td]Untrained[/td][td]+5[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Untrained[/td][td]+3[/td][/td][/tr]
[tr][td]Nature[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrained[/td][td]+1[/td][/tr]
[tr][td]Religion[/td][td]Untrained[/td][td]+5[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrained[/td][td]+1[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrained[/td][td]+3[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrained[/td][td]-1[/td][/td][/tr]
[/table]
Racial Features:
Ability Scores: +2 Int, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin, (+Draconic)
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain +1 racial bonus to attack rolls against Bloodied foes.
Fire Resistance: You have resist fire 5+1/2 leve (6)l
Infernal Wrath: You may use the Tiefling Racial power Infernal Wrath.
Class Features:
Bonus to Defense: Fort +1, Will +1
Weapon Proficiencies: Simple melee, military melee, simple ranged
Armor Proficiencies: Cloth, Leather, Hide, Chainmail; Light Shield
Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Inspiring Word
Using the inspiring word, warlords can grants their comrades additional resilience with nothing more than a shout of encouragement.
Tactical Presence
When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one half your Intelligence modifier (+2).
Feats:
Arcane Initiate - Wizard: Arcana skill, wizard power 1/encounter (Thunderwave)
Arcane Familiar - You gain a familiar (Dragonling)
Powers:
At-Will
Commander's Strike - Warlord Attack 1
With a shout, toy command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target.
Hit: Ally's basic attack damage + your Intelligence modifier (+4)
Viper's Strike - Warlord Attack 1
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Glaive: +6 attack, 2d4+3 damage
Per Encounter
Infernal Wrath - Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Encounter
Minor Action; Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier (+2) as extra damage.
Inspiring Word - Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
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.
Rub Some Dirt On It - Warlord Utility
With a wisecrack, you give your comrade a little courage despite his wounds.
Encounter ✦ Martial
Minor Action; Melee Touch
Target: You if you’re bloodied or one bloodied ally
Effect: The target gains temporary hit points equal to 5 + your Charisma modifier.
Warlord's Favor - Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Glaive: +6 attack, 4d4+3 damage
Thunderwave - Wizard (Multiclass)
You create a whip-crack of sonic power that lashes up from the ground.
At-Will ✦ Arcane, Implement, Thunder
Standard Action; Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Unarmed: +5 attack, 1d6+4 damage
Per Day
Lead the Attack - Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier (+5).
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Glaive: +6 attack, 6d4+3 damage
Familiar:
Sorcerers who follow the draconic tradition, along with other spellcasters who rely on endurance and physical might, manifest dragonling familiars.
Speed 5, fly 6 (hover)
Constant Benefits
You can read and speak Draconic.
When you spend a healing surge, you regain 2 additional hit points.
Active Benefits
Dragon's Breath: Once per encounter, you can use your dragonling's space as the origin square for a close blast arcane attack power.
Armor:
Armor of Necrotic Resistance +1 (+4* AC, -1 Check, 25 lbs)
Enhancement: AC, Property: Resist 5 to necrotic.
Weapons:
Glaive (+2, 2d4, Reach)
Longsword (+3, 1d8, Versatile)
Handaxe (+2, 1d6, Heavy Thrown, Off-hand)
Alchemist's Acid (level 1)
Power (Consumable • Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid damage.
Alchemist's Fire (level 1)
Power (Consumable • Fire): Standard Action. Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage.
Gear:
Adventurer's Kit (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
Appearance:
Skin the colour of red clay and pure black orbs for eyes stare out unblinking from under a forehead formed from the base of a pair of twisted and angular edged horns that are predominately red which thin scars of white winding their way along their length. A long mane of deepest black hair falls from behind the horns.
His frequent smile shows razor sharp pearl white teeth and his voice is a deep and sometimes almost soothing bass. He talks in a very clear and precise fashion.
He wears a crimson suit of form fitting crocodile skins edged, riveted and fastened with blackened metal spikes, studs and buckles. The fit of the armor shows off his well developed muscles.
Gabe's Group Bonuses:
Any ally within 10 squares that can see and hear me gains +2 to initiative.
Any ally who can see me spending an action point to attack gains +2 to hit
Thanks to TheUdjat for creating the character and cleaning up this thread.
I've removed references to higher levels as I will just adjust the description if Gabe ever gets that high.
====== Created Using Wizards of the Coast D&D Character Builder ======
Gabe, level 2
Tiefling, Warlord
Build: Tactical Warlord
Commanding Presence: Tactical Presence
FINAL ABILITY SCORES
Str 16, Con 12, Dex 8, Int 18, Wis 10, Cha 14.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 8, Int 16, Wis 10, Cha 12.
AC: 19 Fort: 15 Reflex: 15 Will: 14
HP: 29 Surges: 8 Surge Value: 7
TRAINED SKILLS
Endurance +6, Heal +6, Athletics +8, Diplomacy +8, Arcana +10
UNTRAINED SKILLS
Acrobatics -1, Bluff +5, Dungeoneering +1, History +5, Insight +1, Intimidate +3, Nature +1, Perception +1, Religion +5, Stealth +1, Streetwise +3, Thievery -1
FEATS
Level 1: Tactical Assault (retrained to Arcane Initiate at Level 2)
Level 2: Arcane Familiar
POWERS
Arcane Initiate: Thunderwave
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack
Warlord utility 2: Rub Some Dirt On It
ITEMS
Glaive, Longsword, Handaxe, Hide Armor of Resistance +1, Adventurer's Kit, Alchemist's Acid (level 1), Alchemist's Fire (level 1)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Gabe, level 2
Tiefling, Warlord
Build: Tactical Warlord
Commanding Presence: Tactical Presence
FINAL ABILITY SCORES
Str 16, Con 12, Dex 8, Int 18, Wis 10, Cha 14.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 8, Int 16, Wis 10, Cha 12.
AC: 19 Fort: 15 Reflex: 15 Will: 14
HP: 29 Surges: 8 Surge Value: 7
TRAINED SKILLS
Endurance +6, Heal +6, Athletics +8, Diplomacy +8, Arcana +10
UNTRAINED SKILLS
Acrobatics -1, Bluff +5, Dungeoneering +1, History +5, Insight +1, Intimidate +3, Nature +1, Perception +1, Religion +5, Stealth +1, Streetwise +3, Thievery -1
FEATS
Level 1: Tactical Assault (retrained to Arcane Initiate at Level 2)
Level 2: Arcane Familiar
POWERS
Arcane Initiate: Thunderwave
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack
Warlord utility 2: Rub Some Dirt On It
ITEMS
Glaive, Longsword, Handaxe, Hide Armor of Resistance +1, Adventurer's Kit, Alchemist's Acid (level 1), Alchemist's Fire (level 1)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======