Critical hit grants free melee basic attack; once per round, barbarian attack power only
Oath of Enmity
Hybrid Avenger Reflex
Barbarian Armored Agility
Spoiler:
+1 AC and Reflex when not wearing heavy armor
RACIAL ABILITIES Flock Effect
Spoiler:
Gain +3 against flanked creature instead of +2, and grant +3 to attack rolls and checks with aid action instead of +2
Mimicry
Spoiler:
Mimic sounds and voices with a successful Insight check (opposed by Bluff)
FEATS Level 1: Hybrid Talent
Level 2: Quick Draw
Spoiler:
Draw a weapon with an attack action, +2 initiative
Level 4: Weapon Expertise (Heavy Blade)
Level 6: Weapon Proficiency (Fullblade)
POWERS
Melee Basic Attack:
Spoiler:
+12 vs AC; 1d12+5 dmg
Ranged Basic Attack:
Spoiler:
+6 vs AC
Oath of Enmity (at-will)
Spoiler:
MA; Close burst 10; 1 enemy you can see in burst; When you make a melee attack vs the target and the target is the only adjacent enemy to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hp, at which point you regain the use of this power
Hybrid Avenger at-will 1: Bond of Pursuit (encounter)
Spoiler:
+12 vs AC; Melee, 1 creature; 1d12+5 dmg; If target doesn't end its next turn adjacent to you, you can shift a number of squares equal to 1+Dex Mod (+3) as a free action and you must end it closer to target
Hybrid Barbarian at-will 1: Howling Strike
Spoiler:
+12 vs AC; Melee, 1 creature; 1d12+1d6+5 dmg; When charging, you can use this power in place of a melee basic attack. If you are raging you can move 2 extra squares as part of the charge
Hybrid Avenger encounter 1: Angelic Alacrity
Spoiler:
+12 vs AC; Melee, 1 creature; 2d12+5 dmg; Effect: Before the attack, shift 1+ Dex Mod (+3) squares
Hybrid Barbarian daily 1: Swift Panther Rage
Spoiler:
+12 vs AC; Melee, 1 creature; 3d12+5 dmg, Miss: half dmg; Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action
You move your speed +4, you gain a +4 bonus to all defenses against any opportunity attacks you provoke with this movement
Hybrid Barbarian encounter 3: Blood Strike
Spoiler:
+12 vs AC; Melee, 1 creature; 2d12+5 dmg, if you or the target is bloodied, the attack deals 1[W] extra dmg
Hybrid Avenger daily 5: Living Death Strike
Spoiler:
+12 vs AC; Melee, 1 creature; 2d12+5 dmg, Miss: half dmg; Effect: you can lose a healing surge to deal an additional 2[W] necrotic dmg
Avenger utility 6: Aspect of Agility (encounter)
Spoiler:
Move action; Effect: You shift 5 squares, and you gain a +2 bonus to AC and Reflex until the end of your next turn
Hybrid Avenger encounter 7: Inexorable Pursuit
Spoiler:
+12 vs AC; Melee, 1 creature; 2d12+5 dmg, Effect: Before the attack, you gain phasing until the end of your turn, and you shift 2+ Dex Mod (+3) squares
TREASURE PP: 12
GP: 80
SP: CP:
ITEMS Vanguard Fullblade +2
Spoiler:
Crit:+2d8; Deal +1d8 dmg on any successful charge; High Crit +1d12 dmg; Power (Daily): Minor Action; Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to att rolls and gain your Cha (+0) to dmg rolls until the start of your next turn
Summoned Hide Armor
Spoiler:
Power(at-will): Minor Action; you banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor.
Bracers of Brachiation
Spoiler:
You gain a climb speed equal to half your ground speed, and you can swing through the trees of a forest at your climb speed, during which time you do not leave any tracks
Boots of Adept Charging
Spoiler:
After charging, you can shift 1 square before your turn ends
Badge of the Berserker +2
Spoiler:
When you charge, your movement made as part of the charge doesn't provoke opp attacks
Candle
Flute
Pouch, Belt
Rations, Trail (10)
Thieves' Tolls
Waterskin
BACKGROUND
Spoiler:
Amon'Ra was born to a small clan of Kenku in the High forest, where he learned the fighting arts of his clan, which based its fighting philosophy upon the teachings of the primordial Akadi. After spending most of his juvinile years in training and contemplation with his clan, Amon'Ra undertook "The Great Migration"; his clans tradition where the young spend the next stage of their lives wandering the world, relying on the winds of Akadi to guide them.
PERSONALITY
Spoiler:
Amon'Ra is somewhat typical of the other kenku of his clan; reserved, calm, in control of his emotions, and very spiritual. He values the natural world, reveres the spirits of his ancestors, and shows the proper respect to allies and enemies. To him honor comes first, and he will gladly lay down his life to defend his principles.
He views things not in terms of black and white, but shades of grey, with nothing being truly right or wrong. Although he does not go out of his way to help those in need, he is also a firm believer in the guiding hand of Akadi, and if the hands of the goddess happen to bring him to those in need, he will answer the call. Those who are closest to him are treated as he would treat someone of his clan, and they are defended to the death.
In battle Amon'Ra is focused and in control, using his agility and speed to weave in and out of combat. When "raging" Amon is serene and acts without hesitation, inflicting horrible wounds upon his enemies while effortlessly striking and withdrawing before a counter strike can land.