Minotaur

Balgron's page

30 posts. Alias of bmars3.


Full Name

Balgron

Race

Minotaur

Classes/Levels

Marauder Style Ranger 2

Gender

Male

Size

Medium, 7' 2", 330 lbs.

Age

16

Alignment

Unaligned

Location

Sharn

Languages

Common, Giant

Occupation

Orphan

About Balgron

Str 18(+4) = 16(base)+2(Minotaur)
Dex 12(+1) = 12(base)
Con 12(+1) = 12(base)
Int 8(-1) = 8(base)
Wis 18(+4) = 16(base)+2(Minotaur)
Cha 10(+0) = 10(base)

1/2 Level: +1
HP: 5/34 = 12(Ranger)+12(Con)+5(Toughness)+5(5 / Level)+7+7-4-5
Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Bloodied: 17
Healing Surge: 8
Surges / Day: 7/8 = 6(Ranger)+1(Con)+1(Minotaur)-1

Initiative: +2 = +1(Dex)+1(1/2Level)
Speed: 7 = 6(base)+1(when not carrying a shield or two-handed weapon)
Action Points: 0

Passive Insight: 15 = 10(base)+4(Wis)+1(1/2Level)
Passive Perception: 22 = 10(base)+4(Wis)+5(Trained)+2(Minotaur)+1(1/2Level)

Basic Attacks:
Melee Basic Attack: +8 / +9(Long Sword) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2Level) / (Running Attack +1)
Damage: 1d8+4 = +4(Str) / (HQ +1d6) / (Crit. +?d?)

Ranged Basic Attack: +?(?) vs. AC = +?(?)+?(Weapon Prof.)+0(1/2Level)
Range: ?/?
Damage: 1d?+? = +?(?) / (HQ +1d6) / (Crit. +?d?)

Defenses:

AC: 16 = 10(Base)+1(Dex)+1(Feat)+3(Hide Armor)+1(1/2Level)
Fortitude: 16 = 10(Base)+4(Str)+1(Ranger)+1(1/2Level)
Reflex: 14 = 10(Base)+1(Dex)+1(Ranger)+1(Feat)+1(1/2Level)
Will: 15 = 10(Base)+4(Wis)+1(1/2Level)

Opportunity Attack Defenses provoked while charging
AC: 18 = 10(Base)+1(Dex)+1(Feat)+3(Hide Armor)+2(Minotaur)+1(1/2Level)
Fortitude: 16 = 10(Base)+4(Str)+1(Ranger)+1(1/2Level)
Reflex: 14 = 10(Base)+1(Dex)+1(Ranger)+1(Feat)+1(1/2Level)
Will: 15 = 10(Base)+4(Wis)+1(1/2Level)

Second Wind Defenses
AC: 18 = 10(base)+1(Dex)+1(Feat)+3(Hide Armor)+2(Second Wind)+1(1/2Level)
Fortitude: 18 = 10(Base)+4(Str)+1(Ranger)+2(Second Wind)+1(1/2Level)
Reflex: 16 = 10(Base)+1(Dex)+1(Ranger)+1(Feat)+2(Second Wind)+1(1/2Level)
Will: 17 = 10(Base)+4(Wis)+2(Second Wind)+1(1/2Level)

Skills:
Acrobatics(Dex): +6 = +1(Dex)+5(Trained)-1(Armor)+1(1/2Level)
Arcana(Int): +0 = -1(Int)+1(1/2Level)
Athletics(Str): +9 = +4(Str)+5(Trained)-1(Armor)+1(1/2Level)
Bluff(Cha): +1 = +0(Cha)+1(1/2Level)
Diplomacy(Cha): +1 = +0(Cha)+1(1/2Level)
Dungeoneering(Wis): +10 = +4(Wis)+5(Trained)+1(1/2Level)
Endurance(Con): +5 = +0(Con)+5(Trained)-1(Armor)+1(1/2Level)
Heal(Wis): +5 = +4(Wis)+1(1/2Level)
History(Int): +0 = -1(Int)+1(1/2Level)
Insight(Wis): +5 = +4(Wis)+1(1/2Level)
Intimidate(Cha): +1 = +0(Cha)+1(1/2Level)
Nature(Wis): +7 = +4(Wis)+2(Minotaur)+1(1/2Level)
Perception(Wis): +12 = +4(Wis)+5(Trained)+2(Minotaur)+1(1/2Level)
Religion(Int): +0 = -1(Int)+1(1/2Level)
Stealth(Dex): +1 = +1(Dex)-1(Armor)+1(1/2Level)
Streetwise(Cha): +1 = +0(Cha)+1(1/2Level)
Thievery(Dex): +1 = +1(Dex)-1(Armor)+1(1/2Level)

Minotaur Racial Features:
Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Goring Charge: You have the goring charge encounter power.
Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
Vitality: You have one additional healing surge.

Ranger Class Features:
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.

Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex).

MARAUDER FIGHTING STYLE
You gain Two-Weapon Defense as a bonus feat.

HUNTER'S QUARRY
Once per turn, you can use your Hunter's Quarry power.

RUNNING ATTACK
If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.

At-Will Powers:
Hunter's Quarry Ranger Class Feature, PHB1
At-Will
Minor Action
Effect: You can designate the nearest enemy to you that you can see as your quarry.
------------------------------
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
Level / Hunter’s Quarry Extra Damage
1st–10th / +1d6
11th–20th / +2d6
21st–30th / +3d6
------------------------------

Marauder's Rush Ranger Attack 1, MP2
You rush forward, trusting instinct to guide your attack.
At-Will <> Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack(Long Sword): +8 / +9 (Str) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2 Level) / (Running Attack +1)
------------------------------
Hit(Long Sword): 1d8+8 damage = +4(Str)+4(Wis) / (HQ +1d6) / (Crit. +1d?) --- 1[W] + Strength modifier + Wisdom modifier damage.
------------------------------
Level 21: 2[W] + Strength modifier + Wisdom modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.

Careful Attack Ranger Attack 1, PHB1
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-Will <> Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack(Long Sword): +10 (Str) vs. AC = +4(Str)+2(Power)+3(Weapon Prof.)+1(1/2 Level)
Attack(ranged): +4 (Dex) vs. AC = +1(Dex)+2(Power)+1(1/2 Level)
------------------------------
Hit(Long Sword): 1d8+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 1[W] + Strength modifier damage (melee).
Hit(ranged): 1d?+? damage = +1(Dex) / (Crit. +1d?) --- 1[W] + Dexterity modifier damage (ranged).
------------------------------
Increase damage to 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) at 21st level.

Encounter Powers:
[ ]Goring Charge Minotaur Racial Power, PHB3
You charge the enemy and gore it with your horns.
Encounter
Standard Action
Melee 1
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack: +9 / +10 (Str) vs. AC = +4(Str)+4(Power)+1(1/2 Level) / (Running Attack +1) --- Strength + 4 (6 at 11th level and 8 at 21st level) vs. AC
------------------------------
Hit: 1d6+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 1d6 + Strength modifier and you knock the target prone.
------------------------------
Level 11: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage.
Level 21: 3d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage.

[ ]Dire Wolverine Strike Ranger Attack 1, PHB1
Enemies surround you—much to their chagrin, as you slash them to pieces with the ferocity of a wounded dire wolverine.
Encounter <> Martial, Weapon
Standard Action
Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst you can see
Attack(Long Sword): +8 (Str) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2 Level)
------------------------------
Hit(Long Sword): 1d8+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 1[W] + Strength modifier damage.
------------------------------

Daily Powers:
[ ]Jaws of the Wolf Ranger Attack, PHB1
You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.
Daily <> Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack(Main-Hand, Long Sword): +8 (Str) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2 Level)
Attack(Off-Hand, Short Sword): +8 (Str) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2 Level)
(main weapon and off-hand weapon), two attacks
------------------------------
Hit(Main-Hand, Long Sword): 2d8+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 2[W] + Strength modifier damage per attack.
Hit(Off-Hand, Short Sword): 2d6+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 2[W] + Strength modifier damage per attack.
------------------------------
Miss(Main-Hand, Long Sword): Half damage per attack.
Miss(Off-Hand, Long Sword): Half damage per attack.

Feats:
Two-Weapon Defense PHB1
Benefit:

Toughness PHB1
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, 21st).

Equipment:

Learning Weapon
This weapon learns as you fight a specific foe, helping you to hit and strike vital spots repeatedly.
Level: 5
Price: 1,000 gp
Weapon: Any
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Property: Each time you miss a target with this weapon, you gain a cumulative +1 power bonus (up to the weapon’s enhancement bonus) to your next attack roll with this weapon against the same target before the end of the encounter. This bonus ends when you attack a different target or when you hit.
Property: Each time you hit a target with this weapon, you gain a +2 power bonus to the first damage roll on your next attack with this weapon against the same target before the end of your next turn.

Published in Dragon Magazine 387, page(s) 59.
Long Sword(E) - ?gp ?lbs.
Short Sword(E) - 10gp 2lbs.
Hide Armor(E) - ?gp 25lbs.
Adventurer's Kit - 15gp 33lbs.
Climber's Kit - 2gp 11lbs.

Personal Treasure:

Experience Points:

Party Treasure:

Wishlist: