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.
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).
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