Razorhorn

Samson Gord's page

127 posts. Alias of DizzyDev.


Full Name

Samson Gord

Race

Dragonborn

Classes/Levels

Warlord/Battle Captain

Gender

Male

Size

Medium

Age

35

Alignment

Good

About Samson Gord

ABILITY SCORES
Str 22, Con 14, Dex 12, Int 16, Wis 9, Cha 16.

AC: 29 Fort: 27 Reflex: 23 Will: 23
INIT: +12 HP: 91/91 Surges: 9 Surge Value: 24

SKILLS:
Trained
History +16
Diplomacy +14
Athletics +17
Endurance +13

Untrained
Acrobatics +7
Arcana +9
Bluff +9
Dungeoneering +5
Heal +5
Insight +5
Intimidate +11
Nature +5
Perception +6
Religion +9
Stealth +7
Streetwise +9
Thievery +7

FEATS:
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

POWERS

Action Point:
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.

Second Wind:
Effect: You spend a healing surge and regain 24 hitpoints. You gain +2 Bonus to Defenses until the start of your next turn.

At-Wills:
Melee Basic Attack:+3 Withering Longspear
Attack: +18 vs. AC
Hit: 1d10 +11

Ranged Basic Attack:+2 Challenge Seeking Javelin
Attack: +17 vs. AC
Hit: 1d6 +10 (+1d6 if target is at full hp)

Direct the Strike: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.

Intuitive Strike:Standard Action, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: Strength(+18) vs. Will
Hit: 1d10 +5 damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.

Encounters:
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
Special: You can use this power three times 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 3d6 hit points.

Vengeance is Mine: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.

Warlord's Strike:Standard Action, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: +18 vs. AC
Hit: 2d10 + 11 damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.

Provoke Overextension:Standard Action, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: +18 vs. AC
Hit: 210 + 11 damage, and the target must make a basic attack against you as a free action. If the basic attack misses, an ally of yours can make a basic attack against the target as a free action.

Force Retreat(paragon):Standard Action, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: Strength(+18) vs. Reflex
Hit: 1d10 +5 damage, and you push the target a number of squares equal to your Intelligence modifier. Make a secondary attack.
Secondary Target: Each enemy that was adjacent to the primary target, is its size or smaller, and is within your melee reach
Secondary Attack: Strength(+18) vs. Fortitude
Hit: 2d6 + 11 modifier damage, and you push the secondary target 1 square.

Dailys:
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)
Target: One creature
Attack: +18 vs. AC
Hit: 3d10 + 11 damage.
Effect: Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier(+3).

Knock Them Down:Standard Action, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: +18 vs. AC
Hit: 3d10 + 11 damage, and the target is knocked prone. Every ally within 10 squares of you can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit.
Miss: Half damage, and the target is knocked prone..

Utilities:
Adaptive Stratagem:Encounter
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
Move Action, Close burst 5
Target: Each ally in burst
Effect: Each target can shift a number of squares equal to your Intelligence modifier as a free action.

Instant Planning:Daily
Minor Action, Close burst 5
Target: You and each ally in burst
Effect: Until the end of your next turn, every target gains your choice of a power bonus to attack rolls equal to your Charisma modifier, a power bonus to speed equal to your Charisma modifier, or a power bonus to all defenses equal to your Intelligence modifier.

Bolt of Genius(Paragon):Daily
Standard Action, Ranged 5
Target: One ally
Effect: The target regains an encounter power he or she has already used.

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ITEMS:
Adventurer's Kit
*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
Floating Lantern:

WEALTH:
85gp

BACKGROUND:
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
Str 22, Con 14, Dex 12, Int 16, Wis 9, Cha 16.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 11, Int 13, Wis 8, Cha 13.

AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 91 Surges: 9 Surge Value: 24

TRAINED SKILLS
History +16, Diplomacy +14, Athletics +17, Endurance +13

UNTRAINED SKILLS
Acrobatics +7, Arcana +9, Bluff +9, Dungeoneering +5, Heal +5, Insight +5, Intimidate +11, Nature +5, Perception +6, Religion +9, Stealth +7, Streetwise +9, Thievery +7

FEATS
Level 1: Weapon Expertise (Polearm)
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

POWERS
Warlord at-will 1: Direct the Strike
Warlord at-will 1: Intuitive Strike
Warlord encounter 1: Vengeance is Mine
Warlord daily 1: Lamb to the Slaughter
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Warlord's Strike
Warlord daily 5: Stand the Fallen
Warlord utility 6: Reorient the Axis
Warlord encounter 7: Provoke Overextension
Warlord daily 9: Knock Them Down
Warlord utility 10: Instant Planning

ITEMS
Amulet of Protection +3, Adventurer's Kit, Withering Longspear +3, Iron Armbands of Power (heroic tier), Diamond Cincture (heroic tier), Teleporting Drakescale Armor +3
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