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About KannerKanner
Background Trait:
+2 Perception. STR: 18 (+4)/(+7) CON: 16 (+3)/(+6) DEX: 14 (+2)/(+5) INT: 10 (+0)/(+3) WIS: 10 (+0)/(+3) CHA: 11 (+0)/(+3) INITIATIVE: +5 (+2 Dex)(+3 1/2 lvl) SPEED: 6 AC: 22 (13+5+2+1+1)
HP: 67 / 67
RACIAL ABILITES: Bonus Feat:
Info:
+1 to Fortitude, Reflex, and Will. TRAINED SKILLS
UNTRAINED SKILLS
CLASS FEATURES Barbarian Agility: Info:
Gain +1 AC and Reflex when not wearing heavy armor. (+2 at 11th level, +3 at 21st). Rageblood Vigor: Info:
Swift charge power; temporary hp equal to Con mod (+3) (+8 w/feat) (+5 at 11th, +10 at 21st) when you drop enemy to 0 hp. Rage Strike: Info:
Gain the rage strike power at 5th level. Rampage: Info:
Critical hit grants free melee basic attack; once per round, barbarian attack power only. FEATS Human: Hafted Defense: Info:
+1 AC and Reflex while wielding polearm or staff in two hands. Level 1: Weapon Proficiency (Greatspear) Level 2: Improved Rageblood Vigor Info:
Gain 5 extra temporary hp from Rageblood Vigor. Level 4: Defensive Mobility Info:
+2 to AC against opportunity attacks.
Level 6: Brutal Reach Info:
Your two-handed reach weapons gain Brutal 1 when you are raging.
POWERS Human Bonus At Will 1: Savage Reach
Info:
Your great strength and the reach of your weapon allow you to smash enemies aside with each blow.
At-Will Primal, Weapon
Requirement: You must be wielding a two-handed reach weapon. Target: One creature Attack: +12 vs. AC Hit: 1d10+8, and you slide the target 1 square. If you are raging, you can slide the target 2 squares. Barbarian At Will 1: Devastating Strike Info:
You strike with awesome power, more concerned with offensive strength than defensive posturing.
At-Will Primal, Weapon
Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: +12 vs. AC Hit: 1d10+1d8+8. Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus. Barbarian At Will 1: Recuperating Strike Info:
Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on.
At-Will Primal, Weapon
Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: +12 vs. AC Hit: 1d10+8, and you gain temporary hit points equal to your Constitution modifier (3). If you are raging, the number of temporary hit points you gain equals (8).
Barbarian Feature Encounter 1: Swift Charge (Rageblood Vigor) Info:
As your foe falls, you rush toward your next victim.
Encounter Primal
Trigger: Your attack reduces an enemy to 0 hit points Effect: You charge an enemy.
Barbarian Encounter 1: Avalanche Strike Info:
You drop your guard and put all your strength into a devastating overhead swing.
Encounter Primal, Weapon
Target: One creature Attack: +12 vs. AC Hit: 3d10+11 Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
Barbarian Daily 1: Thunder Hooves Rage Info:
You hammer the enemy with a heavy blow, and the spirits of stampeding beasts fill you with strength.
Daily Primal, Rage, Weapon
Target: One creature Attack: +12 vs. AC Hit: 3d10+8
Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies’ spaces during each of your turns. When you move through an enemy’s space, your next attack against that enemy during the same turn deals 1[W] extra damage.
Barbarian Utility 2: Combat Sprint Info:
Having saved a bit of strength for just this moment, you burst across the battlefield.
Encounter Primal
Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.
Barbarian Encounter 3: Blood Strike Info:
Blood calls to blood. Your pain and your enemy’s give strength to your assault.
Encounter Primal, Weapon
Target: One creature Attack: +12 vs. AC Hit: 2d10+8. If you or the target is bloodied, the attack deals 1[W] extra damage.
Barbarian Feature Daily 5: Rage Strike Info:
You channel your primal rage into a devastating attack.
Daily (Special) Primal, Weapon
Requirement: You must be raging and have at least one unused rage power. Target: One creature Attack: +12 vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend:
Miss: Half damage. Special: You can use this power twice per day.
Barbarian Daily 5: Tiger's Claw Rage Info:
Your attack awakens the tiger spirit within you. Its raking claws punish any enemies that avoid your blows.
Daily Primal, Rage, Weapon
Target: One creature Attack: +12 vs. AC Hit: 2d10+8 Miss: Half damage. Effect: You enter the rage of the tiger’s claw. Until the rage ends, when you miss any creature with an at-will melee attack, that creature takes 1[W] damage.
Barbarian Utility 6: Climber's Claws Info:
Thick claws spring from your hands, allowing you to scale surfaces quickly.
Encounter Primal
Effect: Until the end of your next turn, you gain a climb speed equal to your speed.
Barbarian Encounter 7: Devastating Leverage Info:
You swing your weapon in a wide arc, using the terrible power generated by its length to smash your enemy to the ground.
Encounter Primal, Weapon
Requirement: You must be wielding a two-handed reach weapon. Target: One creature Attack: +12 vs. AC Hit: 2d10+8, and you slide the target 1 square and knock the target prone. ITEMS Skewering Greatspear +2 (Two-handed)
Info:
This weapon leaves behind an ephemeral shard that holds your foe in place.
Level: 8
Power (Daily): Free Action. Use this power when you hit a target with this weapon. The target is immobilized (save ends). Feral Hide Armor +2 Info:
This armor causes its wearer to develop a ferocious streak, like that of the predator that once wore the same skin.
Level: 7
Property: Gain a claw attack while wearing this armor: a one handed military light blade melee weapon with +3 proficiency bonus to attack rolls and deals 1d8 damage. The wearer gains proficiency with this weapon. The claw attack has an enhancement bonus to attack rolls and damage rolls equal to the enhancement bonus of this armor. This attack counts as a melee basic attack. Power (Encounter): Standard Action. Close burst 1; targets enemies; make a basic melee attack using the claw attack granted by this armor against each enemy in burst. Giantkind Gloves Info:
The leather of these gloves was harvested from hide- bearing natural beasts of giant size.
Level: 4
Power (At-Will): Standard Action. Strength + 2 vs. AC; ranged 6/12; you throw an object 30 lb. or less; 2d6 + Strength modifier damage.
Iron Armbands of Power Info:
These plate armbands enhance the damage you dole out.
Level: 6
Property: Gain a +2 item bonus to melee damage rolls.
Cloak of the Walking Wounded +1 Info:
Thin red veins form across the fabric of this handsome cloak when its healing properties are evoked.
Level: 4
Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both). Adventure's Kit Info:
This kit includes 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. Climber's Kit Info:
This kit includes a grappling hook, a small hammer, and ten pitons. When you use a climber’s kit, you gain a +2 bonus to Athletics checks for climbing. Flask (empty) Belt Pouch x3 (each with 2 fist-sized rocks) |
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