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Dandy

Thewl Steelborn's page

38 posts. Alias of Arcesilaus.

Profile

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Full Name

Thewl Steelborn

Race

Warforged

Classes/Levels

Warlord 1

Gender

Male

Size

6'6"

Age

10

Special Abilities

Living Construct; Warforged Resolve; Combat Leader; Inspiring Presence; Inspiring Word

Alignment

Good

Location

Genera, City of Gold

Languages

Common

Occupation

Assemblyman, member of the Hoog Bevel

Strength 20
Dexterity 10
Constitution 12
Intelligence 11
Wisdom 8
Charisma 14

About Thewl Steelborn

HP: 24; Current: 12 (+3 temporary)
Healing Surges: 8; Current:7; Value:6 hp

AC: 17
Fort: 16
Ref: 11
Will: 14
Speed: 5

Trained Skills
Diplomacy +9
Endurance +7
History +5
Intimidate +9

Race Features
Living Construct: does not need to eat, drink, or breathe; needs only 4 hours for an extended rest; +2 bonus to saves against ongoing damage; on death saving throw can choose to use the roll or 10.
Warforged Resolve:

Spoiler:

Encounter - Healing
minor action
You gain 3 temporary hit points. You can make an immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain 3 hit points.

Class Features
Combat Leader: You and each ally within 10 squares who can see and hear you gains a +2 power bonus to Initiative.
Inspiring Presence: When an ally spends an Action Point for an extra action, he also regains 2 hit points.
Inspiring Word:

Spoiler:

Encounter - Healing, Martial
minor action - Close burst 5
The target can spend a healing surge and regain an additional 1d6 hit points.

Feat
Inspired Recovery - When an ally spends an AP for an extra action, that ally can roll a saving throw with a +2 bonus.

Powers
Furious Smash

Spoiler:

At-will - Martial, Weapon
Standard Action - Melee Weapon
Attack: +8 v Fort
Hit: 5 damage and an ally adjacent to me or the target gains +2 to hit and damage in the next attack against the target until the end of his next turn.

Wolf Pack Tactics

Spoiler:

At-will - Martial, Weapon
Standard Action - Melee Weapon
Attack:+8 v AC
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Hit:1d8+5 damage

Leaf on the Wind

Spoiler:

Encounter - Martial, Weapon
Standard Action - Melee Weapon
Attack: +8 v AC
Hit: 2d8+5 damage. You or an ally adjacent to the target swaps places with the target.

Bastion of Defense

Spoiler:

Daily - Martial, Weapon
Standard Action - Melee Weapon
Attack: +8 v AC
Hit: 3d8+5 damage. Allies within 5 squares gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares gain 7 temporary hit points.

Equipment
longsword
chainmail
light shield
adventurer's pack
25 gp

Background
Thewl was constructed to lead a dedicated Generan squad of other warforged, intended for guerrilla attacks and skirmishing assaults on enemies of the state. Over the last 10 years, though, Thewl's squad has slowly diminished, with losses in battle, attrition, and desertion. No one likes to be the city "suicide squad." With only a handful of members left in the unit, and a general distrust of warforged leaders among the other army squadrons, Thewl was offered the opportunity to take a position in the Hoog Bevel. A natural leader, Thewl leapt at the opportunity to continue his life of commanding, but he has discovered that the life of a magistrate is much more sedate than that of a soldier, and he feels his talents are going to waste. Thewl would love to find a way to serve Genera with his sword-arm once more and is constantly on the lookout for such opportunities.

Surprisingly loquacious for a warforged, Thewl knows how to get what he wants from people, whether through bargaining or intimidation. He expects everyone around him to follow his orders, even his equals/superiors, but generally has the good grace to feel sorry when he is called on it.

Initiative Rolls:
1d20+2=7, 1d20+2=4, 1d20+2=5, 1d20+2=17, 1d20+2=6, 1d20+2=6, 1d20+2=6, 1d20+2=20, 1d20+2=18, 1d20+2=9



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