Post by similar on Jan 10, 2011 18:08:08 GMT -5
Abraxus
Dragonborn, Warlord
Warlord: Combat Leader
Commanding Presence: Bravura Presence
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
Background: World Walker (Nature class skill)
ABILITY SCORES
Str 18, Con 14, Dex 13, Int 8, Wis 10, Cha 16.
AC: 19 Fort: 16 Reflex: 13 Will: 15
HP: 36 Surges: 9 Surge Value: 11
TRAINED SKILLS
Heal +6, Intimidate +11, Athletics +9, Nature +6
UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff +4, Diplomacy +4, Dungeoneering +1, Endurance +2, History +2, Insight +1, Perception +1, Religion, Stealth +1, Streetwise +4, Thievery +1
FEATURES
Dragonborn Fury: +1 to attacks while bloodied
Combat Leader: You and each ally within 10 squares who can see and hear you gain +2 to initiative.
Bravura Prescence: When an ally who can see you spends an action point to make an attack, before they make the attack roll they can choose to use this feature. If the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
FEATS
Heavy Blade Expertise: +1 to attack, +2 all defenses vs. Opportunity Attacks.
Inspiring Breath
POWERS
Melee Basic Attack
Longsword: +9 vs. AC, 1d8+4 damage
Ranged Basic Attack
Javelin: Range 10/20. +7 vs. AC, 1d6+4 damage
At-will: Intuitive Strike
Martial, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: +9 vs. Will
Hit: 1d8 damage. Until the start of your next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll
At-will: Direct the Strike
Martial
Standard Action, Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Encounter: Dragon Breath
Cold
Minor Action, Close blast 3
Target: Each creature in the blast
Attack: +7 vs. Reflex.
Hit: 1d6+2 cold damage. Allies gain +5 to damage rolls against the target until the end of your next turn.
Daily: Lamb to the Slaughter
Martial, Reliable, Weapon
Standard Action, Melee 5
Target: One creature
Attack: +9 vs. Will
Hit: You pull the target 5 squares, and upto three allies within 5 squares of you who have line of sight to you and can hear you can make charge attacks against the target as free actions.
Encounter (triggered when hit by an enemy):
Vengeance is Mine
Martial
Immediate Reaction, Personal
Trigger: An enemy hits you
Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
Encounter (triggered when hit an enemy with melee attack):
Cunning Adjustment
Martial
Free Action, Personal
Trigger: You hit an enemy with a melee attack.
Target: One ally adjacent to you
Effect: The target shifts 3 squares as a free action and gains combat advantage against the triggering enemy until the end of your next turn.
Encounter (triggered when you or an ally within 5 squares of you bloodies an enemy):
Bold Victory Armour
Free Action
Effect: The attacker gains a +2 power bonus to AC until the end of their next turn.
Encounter (triggered when ally misses with encounter or daily power):
No Gambit Is Wasted
Martial, Weapon
Immediate Reaction, Melee weapon
Trigger: An ally misses every target with an encounter or a daily attack
Target: One creature targeted by the triggering ally’s attack
Attack: +9 vs. AC
Hit: 2d8+4 damage. The triggering ally’s attack is not expended.
Encounter: Inspiring Word
Healing, Martial
Minor Action, Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Encounter: Battle Standard of Healing
Healing, Zone
Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.
ITEMS
Battle Standard of Healing,
Bold Victory Chainmail +1,
Light Shield,
Longsword,
Javelin x2,
Adventurers Kit,
303 Gold
Dragonborn, Warlord
Warlord: Combat Leader
Commanding Presence: Bravura Presence
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
Background: World Walker (Nature class skill)
ABILITY SCORES
Str 18, Con 14, Dex 13, Int 8, Wis 10, Cha 16.
AC: 19 Fort: 16 Reflex: 13 Will: 15
HP: 36 Surges: 9 Surge Value: 11
TRAINED SKILLS
Heal +6, Intimidate +11, Athletics +9, Nature +6
UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff +4, Diplomacy +4, Dungeoneering +1, Endurance +2, History +2, Insight +1, Perception +1, Religion, Stealth +1, Streetwise +4, Thievery +1
FEATURES
Dragonborn Fury: +1 to attacks while bloodied
Combat Leader: You and each ally within 10 squares who can see and hear you gain +2 to initiative.
Bravura Prescence: When an ally who can see you spends an action point to make an attack, before they make the attack roll they can choose to use this feature. If the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
FEATS
Heavy Blade Expertise: +1 to attack, +2 all defenses vs. Opportunity Attacks.
Inspiring Breath
POWERS
Melee Basic Attack
Longsword: +9 vs. AC, 1d8+4 damage
Ranged Basic Attack
Javelin: Range 10/20. +7 vs. AC, 1d6+4 damage
At-will: Intuitive Strike
Martial, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: +9 vs. Will
Hit: 1d8 damage. Until the start of your next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll
At-will: Direct the Strike
Martial
Standard Action, Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Encounter: Dragon Breath
Cold
Minor Action, Close blast 3
Target: Each creature in the blast
Attack: +7 vs. Reflex.
Hit: 1d6+2 cold damage. Allies gain +5 to damage rolls against the target until the end of your next turn.
Daily: Lamb to the Slaughter
Martial, Reliable, Weapon
Standard Action, Melee 5
Target: One creature
Attack: +9 vs. Will
Hit: You pull the target 5 squares, and upto three allies within 5 squares of you who have line of sight to you and can hear you can make charge attacks against the target as free actions.
Encounter (triggered when hit by an enemy):
Vengeance is Mine
Martial
Immediate Reaction, Personal
Trigger: An enemy hits you
Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
Encounter (triggered when hit an enemy with melee attack):
Cunning Adjustment
Martial
Free Action, Personal
Trigger: You hit an enemy with a melee attack.
Target: One ally adjacent to you
Effect: The target shifts 3 squares as a free action and gains combat advantage against the triggering enemy until the end of your next turn.
Encounter (triggered when you or an ally within 5 squares of you bloodies an enemy):
Bold Victory Armour
Free Action
Effect: The attacker gains a +2 power bonus to AC until the end of their next turn.
Encounter (triggered when ally misses with encounter or daily power):
No Gambit Is Wasted
Martial, Weapon
Immediate Reaction, Melee weapon
Trigger: An ally misses every target with an encounter or a daily attack
Target: One creature targeted by the triggering ally’s attack
Attack: +9 vs. AC
Hit: 2d8+4 damage. The triggering ally’s attack is not expended.
Encounter: Inspiring Word
Healing, Martial
Minor Action, Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Encounter: Battle Standard of Healing
Healing, Zone
Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.
ITEMS
Battle Standard of Healing,
Bold Victory Chainmail +1,
Light Shield,
Longsword,
Javelin x2,
Adventurers Kit,
303 Gold