Dragon

Drivish Ammasin's page

166 posts. Alias of ghettowedge.


Full Name

Drivish Ammasin

Race

Dragonborn

Classes/Levels

Fighter/1

Gender

Male

Size

Medium

Age

16

Special Abilities

Dragonborn fury; Dragon breath; Combat Challenge; Combat Superiority; Two-handed weapon talent

Alignment

Good

Deity

Bahamut

Languages

Common, Draconic

Strength 18
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 14
Charisma 10

About Drivish Ammasin

Height: 6'2"
Weight: 280
Vision: Low-light

Hit Points: 35/35
Bloodied: 17
Healing Surge: 10
Surges per Day: 11/Used: 0
Initiative: +2
Speed: 5 squares (25 feet)
Action Points: 1
Saves vs. death failed: 0

Defenses
AC: 18
Fort: 17
Ref: 12
Will: 13

Attacks
Melee Basic Attack: +8 (Halberd); Damage: 1d10+4 reach
Ranged Basic Attack: +7 (Throwing Hammer); 1d6+4 5/10

Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.

Combat Superiority: You gain a +2 bonus to opportunity attacks. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Fighter Weapon Talent: When using a two-handed weapon, you gain a +1 bonus to attack rolls (included).

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 for any attack that 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, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Skills
Acrobatics (Dex; acp): +2
Arcana (Int): +1
Athletics (Str; Traine; acp): +10
Bluff (Cha): +1
Diplomacy (Cha): +1
Dungeoneering (Wis): +3
Endurance (Con; Trained; acp): +8
Heal (Wis; Trained): +8
History (Int; racial): +3
Insight (Wis): +3
Intimidate (Cha; racial): +3
Nature (Wis): +3
Perception (Wis): +4
Religion (Int): +1
Stealth (Dex; acp): +2
Streetwise (Cha): +1
Thievery (Dex; acp): +2

Feats
Power Attack
When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).

Dragonborn Senses [Dragonborn]
Prerequisite: Dragonborn
Benefit: You gain low-light vision.
You gain a +1 feat bonus to Perception checks.

Equipment
Scale Armor
Halberd
Throwing Hammer x2
Standard Adventurer's Kit
Backpack (empty), Bedroll, Flint and steel, Pouch, belt (empty), Rations, trail (10 days), Rope, hempen (50 ft.), Sunrods (1 and 1 active), Waterskin
Climber's Kit
Grappling hook, Hammer, Pitons (10)
Healing Potion
2 gp

At Will Exploits

Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will; Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1d10 + 4, and an enemy adjacent to you takes 4 damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Reaping Strike Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy’s defenses.
At-Will; Martial,Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1d10 + 4
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: 4 damage.

Pass Forward Fighter Utility 2
With perfect timing, you slip by your foe without dropping your guard.
At-Will; Martial
Move Action; Personal
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Exploits

Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
Encounter; Martial,Weapon
Standard Action; Melee weapon
Primary Target: One creature
Attack: +8 vs. AC
Hit: 1d10 + 4 damage, and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: +10 vs. AC
Hit: 1d10 + 4 damage.

Racial Power

Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter; Cold
Minor Action; Close blast 3
Targets: All creatures in area
Attack: +7 vs. Reflex
Hit: 1d6 + 2 damage.
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.

Daily Exploit

Comeback Strike Fighter Attack 1
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
Daily; Healing, Martial, Reliable, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2d10 + 4 damage, and you can spend a healing surge.

Initiative rolls

Spoiler:
1d20+1 (5,1) = (6)
1d20+1 (3,1) = (4)
1d20+1 (11,1) = (12)
1d20+1 [5,1] = (6)
1d20+1 [5,1] = (6)
1d20+1 [16,1] = (17)
1d20+1 [3,1] = (4)
1d20+1 [19,1] = (20)
1d20+1 [2,1] = (3)
1d20+1 [5,1] = (6)