Full Name |
Macmorr |
Race |
Human |
Classes/Levels |
Barbarian 4 |
Gender |
M |
Size |
M |
Age |
24 |
Alignment |
Unaligned |
Languages |
Waelish, Giant |
About Macmorr
STR 18
CON 15
DEX 13
INT 10
WIS 10
CHA 14
AC: 18
Fort: 19
Ref: 15
Will: 15
Init: +4
Passive Perception: 17
Passive Insight: 12
HP: 51/53
Bloodied value: 26
Surges p/day: 10
Surges remaining: 5
Per surge: 13
Temp hp: 0
Action points: 0
XP: 3750
Basic melee attack: Greataxe / Attack +9 v AC / 1d12+5 damage
Basic ranged attack: Javelin / Attack +8 v AC / 1d6+4 damage
Feats:
Skill Training (Stealth), Toughness, Powerful Charge (+2 to damage, +2 to bull rush on a charge), Power Attack (-2 to hit, +3 damage)
Class Features:
Barbarian Agility (factored in above)
Thaneborn Triumph (when bloody a foe, add CHA bonus to next attack roll against that foe)
Rampage (critical hit with barbarian power grants free melee basic attack)
Skills:
Acrobatics +7
Arcana +2
Athletics +10
Bluff +4
Diplomacy +4
Dungeoneering +2
Endurance +3
Heal +2
History +2
Insight +2
Intimidate +9
Nature +2
Perception +7
Religion +2
Stealth +7
Streetwise +4
Thievery +2
Powers:
At Will:
Pressing Strike (Before the attack, shift 2 squares (can move through enemy space but cannot end there). One creature, +9 to hit v AC, 1d12+5 damage and push target 1 square. If raging, attack deals extra 1d6.)
Devastating Strike (Must wield two-handed weapon. One creature, +9 to hit v AC, 1d12+5+1d8 damage. Until start of next turn, any attacker gains +2 to hit, but penalty negated if raging.)
Howling Strike (Must wield two-handed weapon. One creature, +9 to hit v AC, 1d12+5+1d6 damage. Can be used instead of a melee basic attack on a charge. If raging, can move 2 extra squares as part of charge.)
Encounter:
Roar of Triumph (Close burst 5, each enemy in range. Trigger: reduce an enemy to 0 hit points. Each target takes a -2 penalty to all defences until the end of next turn.)
Vault the Fallen (One or two creatures, +9 to hit v AC, 1d12+5+1d6 damage. If target two creatures, can shift 2 squares.)
Daring Charge (One creature, +9 to hit, 2d12+5. When charging, can use instead of melee basic attack. If charging, gain a +2 to hit and damage for each opportunity attack made against me while charging. Gain +2 bonus to AC while charging.)
Combat Sprint (Move speed +4 and gain +4 bonus to all defences against opportunity attacks while moving.)
Second Wind
Daily:
Swift Panther Rage (One creature, +9 to hit v AC, 3d12+5 damage (half on miss). Enter rage, gain +2 bonus to speed and can shift 2 squares as a move action.)
Equipment:
+1 Vicious Greataxe (High crit, +1d12 on critical)
Battle Harness Hide Armour +1 (As a free action, can draw a sheathed weapon of retrieve a stowed item. Power bonus to initiative equal to item's enhancement.)
Couters of Second Chance (Daily power: reroll a missed melee attack and must use result, even if lower.)
Boots of Adept Charging (After charging, can shift 1 square before turn ends.)
Potion of Healing (Spend healing surge and regain 10hp)
Augmenting Whetstone (+2)