Teraktinus

It's page

278 posts. Alias of pat512.


Full Name

It

Race

Warforged

Classes/Levels

Fighter

Gender

N

Size

M

Age

4

Special Abilities

+2 to saves against ongoing, don't eat, drink or breathe, 4 hours wakeful rest, Combat Challenge, Combat Superiority, auto succeed on saves against poison damage

Alignment

Un

Strength 20
Dexterity 14
Constitution 18
Intelligence 8
Wisdom 12
Charisma 10

About It

Initiative Rolls: Initiative (1d20 8=25, 1d20 8=10, 1d20 8=12, 1d20 8=16, 1d20 8=19, 1d20 8=26, 1d20 8=10, 1d20 8=10, 1d20 8=23, 1d20 8=9)

Initiative: +8
AC: 26 Fort: 22 Ref: 19 Will: 17
Passive Insight: 15 Passive Perception: 16

HP Total: 49 Bloodied: 37 HP Current: 75
Surges/Day: 13 Surge Value: 19 Remaining: 3
Resist 1 All
AP: 1

Move: 5 Run: 7

Melee Basic Attack: +2 Warsoul Craghammer, +14 vs AC, 1d10+8, brutal 2 1d8+10
Ranged Basic Attack: +2 Shoulderbow, +10 vs AC, 1d6+4

Feats: Armor Proficiency (Plate), Weapon Focus (Hammer), Weapon Proficiency (Craghammer), Improved Warforged Resolve, Immutability

Powers:

At-Will:

Cleave
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +14 vs. AC
Hit: 1d10 + 8 (B2) 1d8+10 damage, and an enemy adjacent to you takes 5 damage.

Tide of Iron
At-Will * Martial,Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: +14 vs. AC
Hit: 1d10 + 8 (B2) 1d8+10 damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Encounter:

Crushing Blow
Encounter * Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: +14 vs. AC
Hit: 2d10 + 12 (B2) damage 2d8+16.

Immunizing Armor
Power (Encounter): Immediate Reaction. Use this power when you gain ongoing poison damage. The ongoing poison damage ends.

Passing Attack
Encounter * Martial,Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: +14 vs. AC
Hit: 1d10 + 8 (B2) damage 1d8+10, and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: +16 vs. AC
Hit: 1d10 + 8 (B2) damage 1d8+10.

Savage Parry
Encounter * Invigorating, Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy hits an ally with a melee attack
Target: The triggering enemy
Attack: +14 vs. AC
Hit: 9 damage, and the ally takes only half damage from the triggering attack

Warforged Resolve
Encounter * Healing
Minor Action Personal
Effect: You gain 12 temporary hit points. You can make an immediate
saving throw against one effect that deals ongoing damage and can be ended with a save. You can also make a free saving throw against one condition or ongoing damage effect affecting you. In addition, if you are bloodied you regain 7 hit points.

Daily:

Battle Awareness
Daily * Martial
No Action Personal
Effect: You gain a +10 bonus to your initiative check. Use
this power after rolling your initiative.

Brute Strike
Daily * Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +14 vs. AC
Hit: 3d10 + 8 (B2) damage 3d8+14.

Rain of Steel
Daily * Martial, Stance,Weapon
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes 1d10 (B2) damage 1d8+2, as long as you are able to make opportunity attacks.

Shoulderbow
Power (Daily): Minor action. Make a ranged basic attack with the shoulderbow.

Unstoppable
Daily * Healing, Martial
Minor Action Personal
Effect: You gain 2d6 + 4 temporary hit points.

Warsoul Craghammer
Power (Daily): Immediate Reaction. Use in response to an adjacent enemy’s shift. Make a melee basic attack against that enemy with this weapon.

One-use:

Alchemist's Acid (lvl1) (3 uses)
Power (Consumable * Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid damage.

Spoiler:
GONE
Blinding Bomb (lvl3)
Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +6 vs. Fortitude; on a hit, the target treats all nonadjacent creatures as having concealment until the end of your next turn. Creatures that do not rely on sight to detect other creatures are immune to this effect.

Dragonfire Tar (lvl3) (2 uses)
Power (Consumable * Fire): Standard Action. Make an attack: Ranged 5/10; +6 vs. Reflex; on a hit, the target takes ongoing 5 fire damage (save ends).
Spoiler:
GONE
Tanglefoot Bag (lvl7)
Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +10 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.

Thunderstone (lvl5)
Power (Consumable * Thunder): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).

Skills:

Acrobatics: +6+0-3 = +3
Arcana: +3+0 = +3
Athletics: +9+5-3 = +11
Bluff: +4+0 = +4
Diplomacy: +4+0 = +4
Dungeoneering: +1+4 = +5
Endurance: +8+5+2-3 = +12
Heal: +5+0 = +5
History: +3+0 = +3
Insight: +5+0 = +5
Intimidate: +4+5+2 = +11
Nature: +5+0 = +5
Perception: +5+0+1 = +6
Religion: +3+0 = +3
Stealth: +6+0-3 = +3
Streetwise: +4+0 = +4
Thievery: +6-3 = +3

Equipment:

Magical: +2 Warsoul Craghammer (attached); +2 Immunizing Rimefire Plate (attached); +2 Shoulderbow (embedded); Belt of Vigor (attached); Delver's Light (embedded); Cloak of the Walking Wounded +1 (attached); Headband of Perception +1 (embedded)

Alchemical: Thunderstone (lvl5); Tanglefoot Bag (lvl7); Dragonfire Tar x 2 (lvl3); Blinding Bomb (lvl3); Alchemist's Acid x 3 (lvl1)

Mundane: Chain (10'); Climber's Kit; Silk Rope (100'); Heavy Shield (attached)

XP: 13,000 GP: 80