Obherak

Piedro's page

25 posts. Alias of Xaimum Mafire.


Full Name

Piedro

Race

Earth Genasi (Half-Elemental)

Classes/Levels

Earthforger Fighter 4

Gender

HP: 16/49 (Temp HP: 0); P. Perception: 21, P Insight: 16 [AC: 19, Fort: 20, Ref: 13, Will: 15]

Size

Action Points: 0/1

Age

Surges: 9/12, Value: 12

Special Abilities

Encounters used: EA: SP, RP: E, HandH, BC\\ Remains: SG\\ Dailies used: KB\ Remains: None

Alignment

Neutral Good

Languages

Common, Primordial

Occupation

Sellsword

Strength 19
Dexterity 10
Constitution 16
Intelligence 11
Wisdom 14
Charisma 10

About Piedro

Piedro, level 4 (Dark Sun, Inherent Bonuses)
Genasi
Height: 6'2"
Weight: 225

Racial Bonuses:

Ability scores: +2 Intelligence, +2 Strength
Size: Medium
Speed: 6 squares (5 squares with Chainmail)
Vision: Normal
Languages: Common, Primordial
Skill Bonuses: +2 Endurance, +2 Nature
Elemental Manifestation Option- Earthsoul: You gain a +1 racial bonus to your Fortitude defense, a +1 racial bonus to saving throws, and the earthshock power
Earthshock Option: Earthshock Strength

Background: Half-Elemental Refugee (Perception class skill)
Theme: Earthforger

Class Features:

Fighter (Weaponmaster)
Build: Battlerager Fighter

COMBAT CHALLENGE
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you 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, you gain the Combat Challenge power.

Fighter Option: Combat Superiority: You gain a bonus to the attack rolls of your opportunity attacks. The bonus equals you Wisdom modifer. An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has action remaining, it can use them to resume moving.

Fighter Talents Option: Battlerager Vigor: Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.

Earthforger Starting Feature (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. In addition, you add Primordial to the languages you can read, write, and speak. Whenever you use your second wind, you gain a +1 power bonus to all defenses until the start of your next turn.
You also gain the stone panoply power.

BASE ABILITY SCORES
STR 16, CON 15, DEX 10, INT 9, WIS 14, CHA 10
FINAL ABILITY SCORES
STR 19, CON 16, DEX 10, INT 11, WIS 14, CHA 10 (+2 STR/INT from Racial, +1 STR/CON from lvl 4)

BASIC COMBAT
Melee: +9 vs AC, 2d6+5 damage (Maul)
Ranged: +9 vs AC, 1d6+5 damage (Throwing Hammer)
AC: 19 (+10 Base, +2 Lvl, +6 Armor, +1 IB)
Fort: 20 (+10 Base, +4 STR, +2 Lvl, +2 Class, +1 Racial +1 IB)
Ref: 13 (+10 Base, +2 Lvl, +1 IB)
Will: 15 (+10 Base, +2 WIS, +2 Lvl, +1 IB)
HP: 49 Bloodied: 24
Surges: 12 (9 + 3 CON) Surge Value: 12
Passive Perception: 21 Passive Insight: 16 (see SKILLS)

Initiative: +4 (+2 Lvl, +2 WIS; see Feats)

Skills:

TRAINED SKILLS (+5 for Trained)
Athletics: +10 (+4 STR, +2 Lvl, -1 Armor)
Endurance: +11 (+3 CON, +2 Lvl, + Racial, -1 Armor)
Perception: +11 (+2 WIS, +2 Lvl, +2 Feat)

UNTRAINED SKILLS
Acrobatics: +1 (+2 Lvl, -1 Armor)
Arcana: +2 (+2 Lvl)
Bluff: +2 (+2 Lvl)
Diplomacy: +2 (+2 Lvl)
Dungeoneering: +4 (+2 WIS, +2 Lvl)
Heal +4 (+2 WIS, +2 Lvl)
History +2 (+2 Lvl)
Insight +6 (+2 WIS, +2 Lvl, +2 Feat)
Intimidate +6 (+2 Lvl, +4 STR from item)
Nature +6 (+2 WIS, +2 Lvl, +2 Racial)
Religion +2 (+2 Lvl)
Stealth +1 (+2 Lvl, -1 Armor)
Streetwise +2 (+2 Lvl)
Thievery +1(+2 Lvl, -1 Armor)

----------------------
POWERS
----------------------

At-Will:

Melee Basic Attack (Earth-wrought Hammer +1): Melee weapon, One creature
To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs AC, 2d6+5 (Weapon + 4 STR, +1 IB) Keywords: Weapon

Ranged Basic Attack (Throwing Hammer): Ranged weapon, one creature
To Hit:+9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs AC, Damage: 1d6+5 (Weapon + 4 STR, +1 IB), Ranged 5/10 Keywords: Weapon

Fighter Mark: Combat Challenge {Immediate Interrupt}: Effect:Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy. Keywords: Martial, Weapon

Fighter Attack lvl 1: Crushing Surge {Standard Action}: Melee weapon, One creature
To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs AC, 2d6+5 (Weapon + 4 STR, +1 IB) Keywords: Invigorating, Martial, Weapon

Fighter Attack lvl 1: Wicked Strike {Standard Action}: Melee weapon, One creature
To Hit: +7 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs AC, 2d6+8 (Weapon + 4 STR, +3 CON, +1 IB) Special: Can be used in place of a melee basic attack; -2 to hit Keywords: Martial, Weapon

Wild Talent Cantrip: Body Equilibrium {Move Action}: Effect: You move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, snow, or thin ice.

Encounter:

Earthforger Attack: Stone Panoply: Close Burst 1, Target: Each creature in the burst
To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs AC, 2d6+5 (Weapon + 4 STR, +1 IB) Keywords: Elemental, Weapon Requirement: You must be on the ground. Effect: Until the end of your next turn, you are slowed and you get resistance to all damage equal to 1+ one-half your level (resist 3 all)

Genasi Racial Power: Earthshock {Minor Action}: Close Burst 1, Targets: Enemies in the burst that are touching the ground
To Hit:+9 (+4 STR, +2 PWR, +2 Lvl, +1 IB) vs Fortitude, 1d8+5 (+1 IB, see Feats) and target is knocked prone. Keyword: Reliable

Fighter Attack lvl 1: Hack and Hew {Standard Action}: Melee weapon
Primary Target- One creature
Primary To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs AC, 2d6+5 (Weapon + 4 STR, +1 IB) Effect: Make a secondary attack
Secondary Target- One creature other than the primary target
Secondary To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs AC, 2d6+5 (Weapon + 4 STR, +1 IB) Keywords: Invigorating, Martial, Weapon

Fighter Utility 2: Snagging Grip {Immediate Reaction}: Close Burst 10, Target: The triggering enemy in the burst
Trigger: An enemy adjacent to you knocks you prone or forces you to move Effect: If the target forced you to move, you can pull it to a squard adjacent to you. If the target knocked you prone, you knock it prone. Keyword: Martial

Fighter Attack 3: Bull Charge {Standard Action}; Melee weapon
Primary Attack- One creature
Primary To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs Fortitude, 4d6+5 (2 Weapon + 4 STR, +1 IB) and you push the target one square. You then shift one square to a square the target vacated. Make a secondary attack.
Secondary attack- Same creature
Secondary To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs Fortitude, You knock the target prone. Keywords: Invigorating, Martial, Weapon[/i
[i]Special:
When charging, you can use this power in place of a melee basic.

Daily:

Fighter Attack 1: Knee Breaker {Standard Action}: Melee weapon, One creature
To Hit: +9 (+4 STR, +2 Prof, +2 Lvl, +1 IB) vs Fortitude, 4d6+8 (2 Weapon + 4 STR, +3 CON, +1 IB), and the target is slowed (save ends). if the target is already slowed, it is instead immobilized (save ends). Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is not slowed or immobilized. Keywords: Invigorating, Martial, Weapon

FEATS
Level 1- Earthshock Master: Your earthshock power deals 1d8 damage when it hits, and it gains the Reliable keyword.

Level 2- Rumbling Earthshock: Your earthshock racial power deals extra damage equal to your Strength modifier.

Level 4- Wary Fighter: You use your Wisdom modifier instead of your Dexterity modifier when rolling initiative. You also gain a +2 feat bonus to Insight and Perception checks.

ITEMS:

SPECIAL/MAGIC ITEMS

Earth-Wrought Maul +1 x1
This hammer appears to be carved from a single piece of stone, though it's no heavier than a normal weapon. But it hits your enemies like a battering ram.
Weapon: Maul (2d6 damage)
Critical: The target is knocked prone.

Amulet of Physical Resolve +1 x1
This striking amulet wards you against effects that leave you physically debilitated.
Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.

Cincture of the Dragon Spirit x1
This scaly belt infuses you with the ferocity of a dragon.
Waist Slot
Property: You can use your Strength modifier instead of your Charisma modifier when making Intimidate checks.

MUNDANE ITEMS
Armor
Chainmail x1
(+6 AC, -1 Speed, -1 Checks)

Weapons
Throwing hammer (1d6+5, Ranged 5/10) x3

Dejada (1d6+1, Ranged 10/20) x1
Sling Bullets x20

Mount:
Crodlu

Backpack (empty)
Bedroll
Desert Clothing
Dowsing Rod
Filter mask
Fire Kit
Silk Rope (50 ft.)
Sorcerer-king's levy
Ten-foot pole
Waterskin


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