Post by elricz on Dec 19, 2008 1:17:44 GMT -5
Thursagan: Dwarf Figther
HP 37
Bloodied 18
Healing Surges per Day 12
Healing Surge Amount: 9
Init: +2
Defenses
AC: 20
Fort: 16
Ref: 14
Will: 14
Melee Basic Attack: Staggering craghammer +1: +8 vs AC; 1d10+6 damage
Ranged Basic Attack Throwing hammer: +7 vs AC; 1d6+5 damage
Ability Scores
STR 16 (+3)
CON 16 (+3)
DEX 13 (+1)
INT 8 (-1)
WIS 16 (+3)
CHA 10 (+0)
Feats:
- Dwarven Weapon Training (You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers)
- Devoted Challenge (When you make a melee basic attack granted by Combat Challenge, you gain a bonus to the attack and damage rolls equal to your Wisdom modifier.)
Skills:
Racial Features:
Ability Scores: +2 CON, +2 WIS
Size: Medium
Speed: 5 squares
Vision: Low-light
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 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. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Class Features:
Bonus to Defense: Fort +2
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale; Light Shield, Heavy Shield
Combat challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. 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 attacks stops moving.
Fighter weapon talent: +1 bonus to attack rolls when using one-handed weapons
Powers:
At-Will
Crushing Surge
The feel of your weapon crunching against the enemy puts your heart back in the fight.
At-Will ✦ Invogorating, martial, weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1[W] + 6 damage
Tide of Iron
After each mighty swing, you bring your shield to bear and use it to push your enemy back
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1[W] + 6 damage, and you push the target one square. You can shift into the space that the target occupied
Per Encounter
Passing Attack
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Primary Target: One creature
Attack: +8 vs. AC
Hit: 1[W] + 5 damage, and you can shift one square. Make a secondary attack
Secondary target: One creature other than the primary target
Secondary attack: +10 vs. AC
Hit: 1[W]+6
Shielded Sides
You whirl with your shield, concentrating on closing any holes in your defenses.
Encounter ✦ Martial
Minor Action; Personal
Requirement: You must be using a shield.
Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you.
Per Day
Lasting threat
Following up your challenge with a solid attack, you force your enemy to engage you.
Daily ✦ Martial, Reliable, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 3[W] + 6 damage, and the target is marked until the end of the encounter or until you are knocked unconscious. No mark can supersede this one.
Gear:
Armor: Scale armor (+7 AC, -1 speed, 45 lbs) [45 gp]
Shield: Heavy shield (+2 AC, -2 Check, 15 lbs) [10 gp]
Weapon: Staggering craghammer +1 (+2, 1d10, Versatile, brutal 2, 10 lbs) [Found in a cave-in in the At the split encounter]
Weapon: Throwing hammer x3 (+2, 1d6, range 5/10, Heavy Thrown, 6 lbs) [15 gp]
Weapon: craghammer (+2, 1d10, Versatile, brutal 2, 10 lbs)
Other: Backpack (2 lbs) [2 gp]; Belt pouch (.5 lbs) [1 gp]; Flint and Steel [1 gp]; 50' of Hemp Rope (10 lbs) [1 gp]; 10 torch components (10 lbs) [1 gp]; Waterskin (4 lbs) [1 gp]
Money: 3 GP
Carrying: 100.5 lbs
HP 37
Bloodied 18
Healing Surges per Day 12
Healing Surge Amount: 9
Init: +2
Defenses
AC: 20
Fort: 16
Ref: 14
Will: 14
Melee Basic Attack: Staggering craghammer +1: +8 vs AC; 1d10+6 damage
Ranged Basic Attack Throwing hammer: +7 vs AC; 1d6+5 damage
Ability Scores
STR 16 (+3)
CON 16 (+3)
DEX 13 (+1)
INT 8 (-1)
WIS 16 (+3)
CHA 10 (+0)
Feats:
- Dwarven Weapon Training (You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers)
- Devoted Challenge (When you make a melee basic attack granted by Combat Challenge, you gain a bonus to the attack and damage rolls equal to your Wisdom modifier.)
Skills:
Acrobatics | Untrained | +2 (0) |
Arcana | Untrained | 0 |
Athletics | Trained | +9 (+7) |
Bluff | Untrained | +1 |
Diplomacy | Untrained | +1 |
Dungeoneering | Untrained | +6 |
Endurance | Trained | +11 (+9) |
Heal | Trained | +9 |
History | Untrained | 0 |
Insight | Untrained | +4 |
Intimidate | Untrained | 1 |
Nature | Untrained | +4 |
Perception | Untrained | +4 |
Religion | Untrained | 0 |
Stealth | Untrained | +2 (0) |
Streetwise | Untrained | 1 |
Thievery | Untrained | +2 (0) |
Racial Features:
Ability Scores: +2 CON, +2 WIS
Size: Medium
Speed: 5 squares
Vision: Low-light
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 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. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Class Features:
Bonus to Defense: Fort +2
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale; Light Shield, Heavy Shield
Combat challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. 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 attacks stops moving.
Fighter weapon talent: +1 bonus to attack rolls when using one-handed weapons
Powers:
At-Will
Crushing Surge
The feel of your weapon crunching against the enemy puts your heart back in the fight.
At-Will ✦ Invogorating, martial, weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1[W] + 6 damage
Tide of Iron
After each mighty swing, you bring your shield to bear and use it to push your enemy back
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1[W] + 6 damage, and you push the target one square. You can shift into the space that the target occupied
Per Encounter
Passing Attack
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Primary Target: One creature
Attack: +8 vs. AC
Hit: 1[W] + 5 damage, and you can shift one square. Make a secondary attack
Secondary target: One creature other than the primary target
Secondary attack: +10 vs. AC
Hit: 1[W]+6
Shielded Sides
You whirl with your shield, concentrating on closing any holes in your defenses.
Encounter ✦ Martial
Minor Action; Personal
Requirement: You must be using a shield.
Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you.
Per Day
Lasting threat
Following up your challenge with a solid attack, you force your enemy to engage you.
Daily ✦ Martial, Reliable, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 3[W] + 6 damage, and the target is marked until the end of the encounter or until you are knocked unconscious. No mark can supersede this one.
Gear:
Armor: Scale armor (+7 AC, -1 speed, 45 lbs) [45 gp]
Shield: Heavy shield (+2 AC, -2 Check, 15 lbs) [10 gp]
Weapon: Staggering craghammer +1 (+2, 1d10, Versatile, brutal 2, 10 lbs) [Found in a cave-in in the At the split encounter]
Weapon: Throwing hammer x3 (+2, 1d6, range 5/10, Heavy Thrown, 6 lbs) [15 gp]
Weapon: craghammer (+2, 1d10, Versatile, brutal 2, 10 lbs)
Other: Backpack (2 lbs) [2 gp]; Belt pouch (.5 lbs) [1 gp]; Flint and Steel [1 gp]; 50' of Hemp Rope (10 lbs) [1 gp]; 10 torch components (10 lbs) [1 gp]; Waterskin (4 lbs) [1 gp]
Money: 3 GP
Carrying: 100.5 lbs