Asmodeus

Amano Jyaku's page

32 posts. Alias of Radavel.


About Amano Jyaku

Amano Jyaku
Unaligned Male Tiefling Warlord (Resourceful) 1

Str 16 (+3)
Dex 11
Con 12 (+1)
Int 16 (+3)
Wis 8 (-1)
Cha 16 (+3)

Basics
AC 17 (+6 armor, +1 shield)
Fort 14 (+1 Warlord, +3 Str)
Ref 14 (+3 Int, +1 Shield)
Will 14 (+1 Warlord, +3 Cha)
Init +3 (+1 Background, +2 Combat Leader)

HP: 24/24
Bloodied: 12
Healing surges: 8 per day 7/8
Amount per surge: 6

Basic Melee Attack
Scimitar (+5, 1d8+3 high crit)
Handaxe (+5, 1d6+3, off hand, heavy thrown)
Basic Ranged Attack
Handaxe (+5, 1d6+3, off hand, heavy thrown)
Move 5 squares

Tiefling Racial Traits
Ability Scores Bonuses +2 Intelligence, +2 Charisma
Size Medium
Speed 6 squares
Vision Low-light
Languages Common, Elven
Skill Bonuses +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus against bloodied foes
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.

Infernal Wrath
Encounter
Minor Action - Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Warlord Class Features
Role: Leader
Power Source: Leader
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather hide, chainmail; light shield

Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: From the class skills list below, choose four trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha)

Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Inspiring Word
Encounter (Special) ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Powers
Commander’s Strike
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.

Opening Shove
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex (+5 vs. Ref)
Hit: You push the target 1 square. Then choose one ally you can see. That ally either shifts a number of squares equal to your Intelligence modifier or makes a melee basic attack against the target.

Hammer Formation
Encounter ✦ Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC (+5 vs. AC; 1d6+3)
Hit: 1[W] + Strength modifier damage, and each ally adjacent to you deals 1[W] extra damage on a hit with the next attack he or she makes before the start of your next turn.
Resourceful Presence: Each ally within a number of squares equal to your Charisma modifier can deal the extra damage.

Calculated Assault
Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC (+5 vs. AC; 1d8+3)
Hit: 1[W] + Strength modifier damage, and one of your allies within 5 squares of you gains a power bonus to damage rolls against the target equal to 1 + your Intelligence modifier until the end of the encounter. You can transfer the bonus to another ally within 5 squares of you as a minor action.

Feat
Improved Resources (Benefit: Add 2 to the damage bonus and the temporary hit points granted by your Resourceful Presence.)

Skills
Acrobatics -1
Arcana +3
Athletics +7
Bluff +5
Diplomacy +8
Dungeoneering -1
Endurance +5
Heal -1
History +9
Insight -1
Intimidate +3
Nature -1
Perception -1
Religion +3
Stealth +1
Streetwise +3
Thievery -1

Equipment (1st – 100gp)
Chainmail (40gp, 40lb)
Light Shield (5gp, 6lb)
Handaxe (5gp, 3lb)
Scimitar (10gp, 4lb)
Standard Adventurer’s Kit (15gp, 33lb)

Background Trait: Officer who came out of retirement (+1 to Init; History becomes part of class list; +1 to History checks)