Dravos Stonebrow Dwarf Fighter Level 1
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Initiative +0
Perception +2, Insight +2
Low-Light Vision
Languages: Common, Draconic*, Dwarven
* Bonus language from Background Alignment: Unaligned
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HP 27/32 Bloodied 16
Healing Surge: 8 Surges/Day: 12
AC 19 Fort 15 Ref 12 Will 12
Saves: +5 vs. Poison
Action Points: 1
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Speed: 5 squares
Basic Melee Attack: Warhammer +6 vs. AC 1d10+5
Basic Melee Attack: Dagger +7 vs. AC 1d4+3
Basic Ranged Attack: Throwing Hammer +6 vs. AC 1d6+5 Range 5/10
Basic Ranged Attack: Dagger +4 vs. AC 1d4 Range 5/10
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Skills: Dungeoneering +4*, Endurance +10 (+8)*, Heal +7, Intimidate +5, Religion +2* * Includes racial/background bonus Feats: Dwarven Weapon Training (+2 to damage rolls with hammers and axes) Abilities: Str 16, Con 17*, Dex 11, Int 10, Wis 15*, Cha 10
* Includes racial bonus
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Racial Abilities
Spoiler:
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Cast-Iron Stomach: Dravos gains a +5 bonus to saving throws vs. poison.
Dwarven Resilience: Dravos can use his second wind as a minor action.
Dwarven Weapon Proficiency: Dravos is proficient with the throwing hammer and warhammer.
Encumbered Speed: Dravos moves at his normal speed even when encumbered by armor or a heavy load.
Stand your Ground: When an effect forces Dravos to move, he can move one square fewer than than the effect normally would move him. Additionally, when an effect would knock him prone, he can immediately attempt a saving throw to avoid falling prone.
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Class Features
Spoiler:
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Combat Challenge: Every time Dravos attacks an enemy, whether the attack hits or misses, he can choose to mark that target. The mark lasts until the end of his next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include Dravos 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 Dravos shifts or makes an attack that does not include him, he can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority: Dravos gains a bonus to opportunity attacks equal to his Wisdom modifier. An enemy struck by Dravos' 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: When using a one-handed weapon, Dravos gains a +1 bonus to attack rolls.
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Cleave (Fighter Attack 1) You hit one enemy, then cleave into another. At-Will • Martial, Weapon Standard Action Melee weapon Target: One creature
Attack: +6 vs. AC
Hit: 1d10+5 damage, and a different enemy adjacent to you takes 3 damage.
Increase damage to 2[W] + Strength modifier at 21st level.
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Tide of Iron (Fighter Attack 1) 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 Requirement: You must be using a shield.
Target: One creature
Attack: +6 vs. AC
Hit: 1d10+5 damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.
Increase damage to 2[W] + Strength modifier at 21st level.
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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: +6 vs. AC
Hit: 1d10+5 damage, and you knock the target prone.
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Comeback Strike (Fighter Attack 1) A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on. Daily • Healing, Martial, Reliable, Weapon Standard Action Melee weapon Target: One creature
Attack: +6 vs. AC
Hit: 2d10+5 damage, and you can spend a healing surge.
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Possessions:
Adventurer's Kit (31 lbs) (replaced sunrods with torches)
Dravos is a ruddy-faced young dwarf with a somewhat unkempt reddish brown beard, dark eyes, and a wide, crooked nose - broken years ago in an accident. He introduces himself simply as "Stonebrow", a humble priest of Moradin traveling through human lands on some vague errand.
He is dressed in the garb of a Fist of Moradin, the military order of Moradin's clergy. Along with a tight fitting scale mail hauberk, he wears a steel helm emblazoned with the hammer and forge symbol of Moradin. He also wears a simple steel holy symbol about his neck. His shield is diamond shaped and bears no crest. Likewise, his hammer is of a simple, utilitarian design and, were it not for dents and dings in its head, would appear equally at home in a forge as buried in the ruined skull of a vanquished foe.
Background:
Spoiler:
Dravos' family hails from the Ironroot clan of Hammerfist Holds. However, years ago his grandfather and great uncles and their families were cast out of the clan due to some improper business dealings with a prominent family within the clan. The exact nature of the transgression has never been discussed openly, but Dravos surmises that it involved trafficking in low-grade iron ores.
The outcast family settled in Redrock, where Dravos was born and raised. He was a poor match for the rough and tumble copper town and no sooner sprouted his first whiskers than he was in trouble with the Thane's men and in debt to a nearby gambling hall.
Desperate to keep him out of trouble and perhaps make some inroads back at Hammerfist, Dravos' parents called in every favor they could and scraped together enough coin to send the young dwarf to the prestigious Forge-Flame Academy in Hammerfist Holds. It was their hope that Dravos would put his strong arms and thick head to good use and graduate a military officer, thereby regaining some measure of respect for his branch of the family.
Unfortunately, things did not go according to plan and Dravos quickly fell in among the hooligan sons and daughters of several well-to-do senior officers. When the group was caught carousing well after curfew for the third or fourth time, his friends were lightly reprimanded, but he was expelled.
He continued to live in the Holds for a few months until his funds began to dry up and his creditors began to call in his debts. Taking the name "Stonebrow", common among laborers and servants, he set out from the Holds, hoping to make his own way in the world and, with any luck, return to Redrock at least somewhat better off than when he left.
Dravos has worked as a bouncer, caravan guard, smuggler, and even spy in a variety of low-paying, semi-legal capacities over the last six months. What little coin he has taken for his share has quickly disappeared in gambling dens or washed away in a tankard of dwarf spirits. Through it all, he has faithfully sent missives to his clansmen in Redrock, telling them of his progress and success at the Academy.
Now, several weeks after his last job, he finds himself bereft of coin and going on desperate. He has started anew several times, but always failed. But this time, with the call sent out from Brindol for mighty men with courageous hearts, he has taken up the low-born mantle of Stonebrow for what he promises himself is the last time.
Campaign Background: Traveling Missionary - Learn an extra language of your choice, add Religion to your class skill list, and gain a +2 bonus to Religion checks.
Projected Advancement:
Spoiler:
This is likely to be revised, but it is what I'm envisioning so far. Dravos is going to multi-class as Cleric, but rather slowly. Most of his focus will be as a fighter, selecting abilities to maximize his staying power and push or knock prone his enemies. Heroic Tier: 2: Utility Power: Unstoppable (gain 2d6 + Con modifier temp hp); Feat: Initiate of the Faith (trained in Religion, healing word 1/day); HP 38
3: Encounter Power: Crushing Blow (1W and add Con mod to damage with hammer); HP 44
4: Abilities: +1 Str (17), +1 Con (18); Feat: Toughness (+5 hp per tier); HP 56
5: Daily Power: Dizzying Blow (3W damage and immobilized (save ends)); HP 62
6: Utility Power: Unbreakable (Reduce damage by 5 + Con modifier) Feat: Skill Training (Insight) Retraining: change Unstoppable for Boundless Endurance (Regeneration 2 + Con modifier while bloodied); HP 68
7: Encounter Power: Come and Get It (draw enemies adjacent and attack in burst 1); HP 74
8: Abilities +1 Str (18), +1 Wis (16); Feat: Novice Power; Swap Come and Get It for Searing Light (2d6+Wis modifier and blinded); HP 80
9:Daily Power: Victorious Surge (3W damage and gain hp as if spent healing surge); HP 86
10:Utility Power: Into the Fray (move 3 as a minor action) Feat: Will be retrained at 11th level, so it doesn't matter.; HP 92
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Paragon Tier:
Abilities: Str 19, Con 19, Dex 12, Int 11, Wis 17, Cha 11
Paragon Path: Iron Vanguard