Hellknight

Mountain's page

40 posts. Alias of Hammith.


Full Name

Mountain

Race

Warforged

Classes/Levels

Fighter 11

Size

6'7" 280lbs.

Age

3

Alignment

Unaligned

Languages

Common

Strength 18
Dexterity 15
Constitution 21
Intelligence 12
Wisdom 13
Charisma 11

About Mountain

Paragon Path: Warforged Juggernaut

Initiative: +11 (+5 base, +2 dex, +4 feat)

AC: 29 (+15 base, +8 armor, +3 enhance, +3 shield)
Fort: 25 (+15 base, +5 con, +2 class, +3 enhance)
Ref: 23 (+15 base, +2 dex, +3 enhance, +3 shield)
Will: 20 (+15 base, +1 wis, +3 enhance, +1 racial)

Move: 6
Passive Insight: 16
Passive Perception: 17

HP: 106 Healing Surges: 16 (Healing Value: 26)
Current: 70

Notable Skills
Athletics +13
Endurance +17
Intimidate +12
Perception +7

Class Features: Combat Challenge, Combat Superiority, Fighter Weapon Talent (One-Handed), Charging Action (When using an action point to charge, +2 to speed all defenses until the end of your next turn. Can take further actions after charge.), Charging Strike (Charge attacks deal ld6 extra damage and you push the target 1 square. You can shift 1 square into a square that the target vacated.)

Racial Features: Living Construct, Unsleeping Watcher, Warforged Resilience, Warforged Mind, Warforged Resolve

Feats:
Durable
Increase your number of healing surges by two.

Toughness
When you take this feat, you gain additional
hit points. You gain an additional 5 hit points at each tier.

Weapon Focus (Mace)
You gain a +1 feat bonus to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.

Armor Proficiency (Plate)
You gain training with plate armor.

Improved Initiative
Gain a +4 feat bonus to initiative checks.

Powerful Charge
When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.

Shield Specialization
You gain a +1 feat bonus to AC and Reflex when using a shield.

At-Will Powers:

Cleave
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to your target takes damage equal to your Strength modifier.

Tide of Iron
At-Will * Martial,Weapon
Standard Action Melee weapon

Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier 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 Powers:
Warforged Resolve
Encounter * Healing
Minor Action Personal
Effect:
You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.

Covering Attack
Encounter * Martial,Weapon
Standard Action Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and an ally adjacent to the target can shift 2 squares.

Crushing Blow
Encounter * Martial,Weapon
Standard Action Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.

Unbreakable
Encounter * Martial
Immediate Reaction Personal
Trigger:
You are hit by an attack
Effect: Reduce the damage from the attack by 5 + your Constitution modifier.

Iron Bulwark
Encounter * Martial,Weapon
Standard Action Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You gain a +1 power bonus to AC (or a +2 bonus if you’re using a shield) until the end of your next turn.

Into the Fray Fighter
Encounter * Martial
Minor Action Personal
Effect:
You can move 3 squares, as long as you can end your move adjacent to an enemy.

Ruinous Onslaught
Encounter * Weapon
Standard Action Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.

Daily Powers:

Villain's Menace
Daily * Martial, Weapon
Standard Action Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a
+2 power bonus to attack rolls and a +4 power bonus
to damage rolls against the target until the end of the
encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power
bonus to damage rolls against the target until the end of the encounter.

Unstoppable
Daily * Healing, Martial
Minor Action Personal
Effect:
You gain temporary hit points equal to 2d6 + your Constitution modifier.

Crack The Shell
Daily * Martial, Reliable,Weapon
Standard Action Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both).

Victorious Surge
Daily * Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge.

Attack Bonus
Mace +14 (+5 level, +4 strength, +2 proficiency, +1 class, +2 enhancement)
Armbow +11 (+5 level, +2 dexterity, +2 proficiency, +2 enhancement)

Equipment
Mithral Plating +3
Amulet of Protection +3
Lightning Mace +2
Heavy Shield of Defiance
Backpack
Flint and Steel
Climber's kit
Potion of Healing 8
Delver's Light
Armbow +2
Eternal Chalk
Headband of Perception (+1 to Perception)
Hunter's Flint
20gp