About DM Assistant
This little guy pops up to help DMs keep players moving...
Currently helping with FURIO:
Theme: Gladiator
Background : Tyr - Freed Slave (+2 Streetwise)
Calculations in the discussion thread by the DM
AC: 18
Fort: 20
Ref: 16
Will: 15
(amulet of resolution; see below)
Init: +3
Speed: 6
Strength 19
Dexterity 12
Constitution 19
Intelligence 10
Wisdom 12
Charisma 8
Passive Perception: 13
Passive Insight: 13
TOTAL HP: 56
Bloodied value: 28
Surges p/day: 14
Per surge: 14
Basic melee attack: Gouge / Attack +9 v AC / 2d6+5 damage (Brutal 1)
Basic ranged attack: Javelin / Attack +9 v AC / 1d6+5 damage / 10/20
Racial Features:
Born of Two Races (race selected: dwarf)
Incredible Toughness
Mul Vitality (+1 healing surge)
Tireless (require only 6 hours sleep each 72 hours)
Class Features:
Arena Training: You treat all weapons with which you are not proficient as improvised weapons. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage. While you are not wearing heavy armor, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level and +3 at 21st level. You select two weapons as your arena weapons. If you are not already proficient with these weapons, you gain proficiency with them. In addition, any of your feats that grant feat bonuses to attack rolls or damage rolls with one of your arena weapons apply to your other arena weapon as well. (Weapons selected: Gouge, Lotulis)
Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, you gain the Combat Challenge power.
Combat Superiority: You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier. An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.
Feats:
Toughness (+5hp/tier)
Improved Vigour (+1 feat bonus/tier to the number of temporary hit points gained from using an invigorating power)
Disrupting shove. Target of disrupting advance falls prone on a hit.
Skills (trained: Athletics, Endurance, Intimidate):
Acrobatics +2
Arcana +2
Athletics +10
Bluff +1
Diplomacy +1
Dungeoneering +3
Endurance +12
Heal +3
History +2
Insight +3
Intimidate +6
Nature +3
Perception +3
Religion +2
Stealth +2
Streetwise +5
Thievery +2
Powers:
At Will:
Object Projection: Your force of will teleports an object a short distance away. (Minor, Psionic) Personal. Effect: You teleport an object you are holding in one hand to an unoccupied square within 10 squares of you or to a willing creature within 10 squares of you.
Combat Challenge: (Immediate Interrupt, Martial, Weapon) Melee. Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
Vicious Offensive: You smash into your opponent with such force that a nearby enemy can’t help but take notice. (Standard, Martial, Weapon) Melee, Target one creature, +8 vs AC, damage 2d6+5 damage. On a hit, you mark an enemy adjacent to you until the end of your next turn.
Crushing Surge: The feel of your weapon crunching against the enemy puts your heart back in the fight. (Standard, Martial, Invigorating, Weapon) Melee, Target one creature +8 vs AC, damage 2d6+5. Invigorating: you gain 5 temporary hit points (CON mod +1) when you hit with a power that has the Invigorating keyword. No invigorating power grants temporary hit points more than once during a turn, even if the user hits more than once with that power. Temporary hit points granted do not stack.
Encounter:
Second Wind: (Standard)
Incredible Toughness: Through dogged determination and sheer physical hardiness, you shrug off an effect that would daunt a lesser person. (No action) Personal. Trigger: you start your turn. Effect: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
Disrupting Advance: With an attack followed by a violent shove, your enemy flies backward. As it flails for balance, it loses its footing and stumbles into the creatures around it. (Standard, Martial, Weapon) Melee, Target one creature. +9 vs AC, damage 4d6+5. On a hit, you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn. SINCE I HAVE DISRUPTING SHOVE, THE TARGET IS PRONE ON A HIT AS WELL.
Goading Manouevre: After a swift strike, you step to the side and draw another one or two foes into your trap. (Standard, Martial, Weapon) Melee, Target one creature. +9 vs AC, damage 4d6+5. On a hit, you shift 2 squares and you mark one or two enemies adjacent to you until the end of your next turn.
Sidestep Manouevre: The enemy closes to strike, but you duck away and ready a nasty counterstrike. (Opportunity Action, Martial) Personal. Trigger: an enemy ends its move in a square adjacent to you. Effect: you shift 3 squares to a square adjacent to the triggering enemy. You gain a +2 power bonus to your next attack roll against the triggering enemy before the end of your next turn.
Crushing blow: You wind up and deliver a devastating blow with your weapon. (martial,weapon,standard action) Target:1 creature
att +9 vs ac, hit 4d6+5 damage; 4d6+9 with an axe/hammer/mace(gouge is an axe and a spear....)
Daily:
Warrior of the frozen heart: Your attacks can freeze your enemy in his tracks.
Property You gain cold resistance 5
Power (Daily) Free Action, Trigger: You hit with an attack. Your attack deals 1d10 extra cold damage and the target is restrained until the end of your next turn
Lead the Attack: Your extensive experience helps you pick out the flaws in your opponent’s technique, letting you move to meet the enemy’s attacks. (Standard, Martial, Weapon) Melee, Target one creature. +9 vs AC, damage 2d6+5. Effect: Until the end of the encounter, whenever the target willingly moves to a square adjacent to one of your allies, you can use an opportunity action either to make a melee basic attack against the target or to charge the target.
Magic Items:
+1 Rending Gouge (Critical: +1d6 damage and make a melee basic attack with this weapon against the same target)
Potion of Healing
Amulet of Resolution +2 (lvl 7):
Neck Slot
Enhancement Bonus: +2 to Fortitude, Reflex, and Will
{ }Daily Power (No Action): Use this power if you fail a saving throw.
Reroll the saving throw, using the second result even if it's lower.
Equipment:
Hide Armour
Gouge
2 Javelins
Desert Clothing
Fire Kit
Filter mask
CRODLU, 16 DAY FOOD WATER, HEALING FRUIT, SPEAR, TWO DAGGERS
Weight: 78
Capacity: 180
Money:
162 ceramic gold pieces
Spoiler:
crodlu stats!!!
Spoiler:
exp
started at 1200
125 for surviving desert
how to play fighters in 4e
fought some aaracockra 1650
fought some bandits 1950
treasure note: 90 gp from kestrekels; I and thkal counted 15 gp out to ourselves. 20 for killing kestrekels; I counted 4 out to myself 3 to Gart.