About Samson Gord
AC: 29 Fort: 27 Reflex: 23 Will: 23
Level 1: Weapon Expertise (Spear)
Level 2: Armor Proficiency (Scale)
Level 4: Dragonborn Senses
Level 6: Hafted Defense
Level 8: Toughness
Level 10: Polearm Flanker
Level 11: Fight On
Level 12: Impaling Spear
Battle Action: When you spend an action point to take an extra action your allies gain a +1 bonus to attack rolls until the start of your next turn. Your allies need to be able to see and hear you to gain this bonus.
Effect: You spend a healing surge and regain 24 hitpoints. You gain +2 Bonus to Defenses until the start of your next turn.
Melee Basic Attack:+3 Withering Longspear
Attack: +18 vs. AC
Hit: 1d10 +11
Ranged Basic Attack:+2 Challenge Seeking Javelin
Direct the Strike:Standard Action, Ranged 5
Intuitive Strike:Standard Action, Melee weapon(+3 Withering LongSpear)
Dragon Breath:Minor Action, Close burst
Target: All Enemies in Burst
Attack: +16 vs. Reflex
Hit: 2d10 + 6 Acid
Inspiring Word:Minor Action, Close burst 10
Vengeance is Mine:Immediate Reaction, Personal
Warlord's Strike:Standard Action, Melee weapon(+3 Withering LongSpear)
Provoke Overextension:Standard Action, Melee weapon(+3 Withering LongSpear)
Force Retreat(paragon):Standard Action, Melee weapon(+3 Withering LongSpear)
Lamb to the Slaughter:Standard Action, Melee 5(+3 Withering LongSpear)
Target: One creature
Attack: +18 vs. Will
Hit: You pull the target 5 squares, and one, two, or 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.
Stand the Fallen:Standard Action, Melee weapon(+3 Withering LongSpear)
Knock Them Down:Standard Action, Melee weapon(+3 Withering LongSpear)
Minor Action, Close burst 10
Target: One ally in burst
Effect: Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier.
Reorient the Axis:Encounter
Bolt of Genius(Paragon):Daily
*Lvl 11 Amulet of Protection +3(PHB): +3 to Fort, Reflex, and Will defenses
*Lvl 12 Teleporting Drakescale Armor +3:Power (Daily * Teleportation): Move Action. You teleport a number of squares equal to twice the armor’s enhancement bonus.
*Lvl 13 Withering Longspear +3(AV): +3d6 damage on critical, Property: Each time you hit with this weapon in melee, your target takes a cumulative –1 penalty to AC. The target can make a saving throw to end the entire penalty, but it can receive the penalty again with future attacks.
Iron Armbands of Power(AV): Gain a +2 item bonus to melee damage rolls
Diamond Cincture(AV2):+1 Fort, Power(At-Will, Healing): Minor Action. When you use this power, you can spend a healing surge and one diamond on the belt cracks and darkens, becoming worthless. Each time a diamond cracks, the belt’s item bonus is reduced by one1. If there are no diamonds on the belt, you can’t use this power. After an extended rest, each diamond destroyed by this power is restored.
Battle Standard of Healing:
+2 Challenge Seeking Javelin: +1d6 vs enemies at maximum hit dice
Potion of Vigor x3: gain 15 temporary hit points
Samson Gord was once a captain in the kings army. His company was well known and well rounded, but after a freak accident, one that he does not like to talk about, he was honorably discharged because of injury. The injury kept him in bed for almost 2 years. The lack of adventure was even more agonizing than the injury to him. Finally when he was able to walk again, even though he would carry a limp for the rest of his life, he strolled into the nearest pub and hooked up with an adventuring party. He's been adventuring ever since. He is well known for his leadership skills and ability to make everyone he works with or commands a better fighter.
Raw Character Builder Summary:
====== Created Using Wizards of the Coast D&D Character Builder ======
Samson Gord, level 12
Dragonborn, Warlord, Battle Captain
Build: Inspiring Warlord
Warlord: Combat Leader
Commanding Presence: Skirmishing Presence
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Acid
FINAL ABILITY SCORES
STARTING ABILITY SCORES
AC: 28 Fort: 27 Reflex: 23 Will: 23