Sir Holton

JZ's Bren's page

237 posts. Alias of JZ.


Full Name

Bren Wurwold

Race

Human

Classes/Levels

Fighter 5 (Great Weapon Fighter)

Gender

Male

Size

Medium (6'2", 220 lb.)

Age

23

Alignment

Good

Languages

Common

Strength 19
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 9
Charisma 10

About JZ's Bren

Init rolls : 15, 13, 6, 14, 14, 15, 13, 5, 9, 16

XP: 5447

Hit Points: 60 / 60
Bloodied: 30
Surge Value: 15
Surges: 9/12

Armor Class: 21 (plate+1)
Fortitude Defense: 20 (amulet +1)
Reflex Defense: 16 (amulet +1)
Will Defense: 14 (amulet +1)

Initiative: 1d20 +4
Action Points: 1
Speed: 5

Basic Attacks:

Unarmed Melee: +6 vs AC; damage 1d4 +4
(+4 strength bonus, +2 level bonus)

Magic greataxe : +10 vs AC; damage 1d12 +5
(+4 strength bonus, +2 level bonus, +2 proficiency, +1 two-handed weapon style, +1 magic weapon bonus)

Powers

Spoiler:

At-Will

Cleave
You hit one enemy, then cleave into another.
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d12 + 5, and an enemy adjacent
to you takes 4 damage.

Sure Strike
You trade power for precision.
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1d12 damage.

Reaping Strike
You punctuate your scything attacks with wicked jabs and small
cutting blows that slip through your enemy’s defenses.

Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d12 + 5
Miss: Half Strength modifier damage. If you’re wielding
a two-handed weapon, you deal damage equal to your
Strength modifier.

Encounter

Spinning Sweep
You spin beneath your enemy’s guard with a long, powerful cut,
and then sweep your leg through his an instant later to knock him
head over heels.

Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d12 +5 and you knock the
target prone.

Crushing Blow
You wind up and deliver a devastating blow with your weapon.
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Str mod (2d12+1,+4)
Weapon: If you’re wielding an axe, a hammer, or a
mace, you gain a +3 bonus to the damage roll.

Daily

Brute Strike
You shatter armor and bone with a ringing blow.
Reliable
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3d12 + 5

Dizzying Blow
You crack your foe upside the head.
Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 3d12 + 5 and target is immobilized (save ends.)

Utility

Unstoppable
You let your adrenaline surge carry you through the battle.
Daily,Healing, Martial
Minor Action Personal
Effect: You gain temporary hit points equal to 2d6 + 3

Class Features:

Spoiler:

Combat Challenge
Every time you attack an enemy 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.

Combat Superiority
You gain a bonus to opportunity attacks equal to your
Wisdom modifier. 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.

Two-handed weapon style
When using a weapon of your chosen style, you gain a
+1 bonus to attack rolls.

Feats

Spoiler:

Action Surge
Benefit: You gain a +3 bonus to attack rolls you
make during any action you gained by spending an
action point.

Potent Challenge
Benefit: If you hit a foe with an attack granted by
your Combat Challenge class feature, add your Constitution
modifier to the damage roll.
Special: This benefit applies only to attacks made
with two-handed weapons.

Armor Proficiency -- Plate

Toughness

Skills

Spoiler:

Acrobatics: +4
Arcana: +1
Athletics*: +11
Bluff: +2
Diplomacy: +2
Dungeoneering: +1
Endurance*: +10
Heal: +6
History: +1
Insight: +1
Intimidate*: +7
Nature: +1
Perception: +1
Religion: +1
Stealth: +4
Streetwise: +2
Thievery: +4

*trained skills

Race Features

Spoiler:

One extra at-will power from your class
One bonus feat at 1st level
One bonus skill from the skill class list
+1 to fortitude, reflex, and will defenses

Magic Items

Spoiler:

Plate Armor Battleforged +1
Level 5
Property: If you use your second wind when you are
bloodied, regain an extra 1d10 hit points.

Great Axe, Terror +1
Level 4
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily , Fear): Free Action. Use this power when
you hit with the weapon. The target takes a –2 penalty to
all defenses (save ends).

Safewing Amulet +1
Level 3
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: When falling, reduce the distance by 10 feet for
the purpose of calculating damage. You always land on your
feet after a fall.

Equipment

Spoiler:

Dagger
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1