About Seram Zal
Human Barbarian Level 8
Male Medium humanoid
Initiative +5 Senses Passive Perception 20; Passive Insight 15; Perception +10
HP 80 (15 + 65), Currently 36, Temp ; Bloodied 40
Healing Surges 14/day, Currently 12; Regain 20 hit points
AC 22; Fortitude 23, Reflex 18, Will 17; see barbarian agility
Speed 6
Action Points 1, Currently 1
Acrobat Boots Level
Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.
Bracers of Mighty Striking
Property: When you hit with a melee basic attack, you gain a
+2 item bonus to the damage roll.
+1 Cloak of Resistance
Power (Daily): Minor Action. Gain resist 5 to all damage
until the start of your next turn.
+2 frost falchion (At-Will) * Cold, High Crit, Weapon
+13 vs. AC; 2d4 + 13 damage
Critical: +2d4
Critical: +2d6 cold damage
Power (At-Will * Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Daily * Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.
+2 longbow (At-Will) * Weapon
Range 20/40; +9 vs. AC; 1d10 + 3 damage.
Critical: +2d6
Swift Charge (Encounter, Free Action) * Primal
Personal; Your attack reduces an enemy to 0 hit points; You charge an enemy.
Howling Strike (At-Will) * Primal, Weapon
Requirement: You must be wielding a two-handed weapon.
+13 vs. AC; 2d4 + 1d6 + 13
Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
Pressing Strike (At-Will) * Primal, Weapon
Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there.
+13 vs. AC; 2d4 + 13, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.
Recuperating Strike (At-Will) * Primal, Weapon
Requirement: You must be wielding a two-handed weapon.
+13 vs. AC; 2d4 + 13, and you gain 4 temporary hit points. If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier (+4)
Avalanche Strike (Encounter) * Primal, Weapon
+13 vs. AC; 6d4 + 17
Rageblood Vigor: The attack deals extra damage equal to your Constitution modifier (+4).
Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
Blade Sweep (Encounter) * Primal, Weapon
+13 vs. AC; Hit: 4d4 + 13, and each bloodied enemy adjacent to you takes damage equal to your Constitution modifier (+4).
Rageblood Vigor: Each enemy adjacent to you that is not bloodied also takes damage equal to your Constitution modifier (+4).
Curtain of Steel (Encounter) * Primal, Weapon
Immediate Reaction
Trigger: An enemy adjacent to you hits or misses you
+13 vs. AC; 6d4 + 13.
Rage Drake’s Frenzy (Daily) * Primal, Rage, Weapon
+13 vs. AC. If the target is bloodied, you gain a +2 bonus to the attack roll; 6d4 + 13.
Miss: Half damage.
Effect: You enter the rage of the rage drake. Until the rage ends, once per round when you reduce an enemy to 0 hit points, you can make a melee basic attack as a free action.
Thunder Hawk Rage (Daily) * Primal, Rage, Thunder, Weapon
+13 vs. AC; Hit: 4d4 + 13 thunder damage, and the primary target is dazed (save ends).
Miss: Half damage.
Effect: You enter the rage of the thunder hawk. Until the rage ends, you can make the following secondary attack once during each of your turns.
Free Action
Secondary Target: +13 vs. Fortitude; You knock the secondary target prone.
Rage Strike (Daily, Special) * Primal, Weapon
Requirement: You must be raging and have at least one unused barbarian rage power.
+13 vs. AC. To make this attack, you expend an unused barbarian rage power; You deal damage based on the level of the rage power you expend:
1st level 6d4 + 13
5th level 8d4 + 13
Miss: Half damage.
Special: You can use this power twice per day.
Combat Sprint Barbarian (Encounter) * Primal
Move Action
Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement
Combat Surge (Daily) * Primal
Free Action
Trigger: You miss with an attack
Requirement: You must be raging.
Effect: You reroll the attack.
Swift Charge (Encounter, Free Action) * Primal
Personal; Your attack reduces an enemy to 0 hit points; You charge an enemy
Second Wind (Standard; Encounter) * Healing
Spend a healing surge and regains 20 hit points. Gain a +2 bonus to all defenses until the start of its next turn.
Barbarian Agility
While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex.
Improved Rageblood Vigor
You gain the swift charge power. In addition, whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal
to 5 + your Constitution modifier (+4).
Rampage
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.
Feats durable, human perseverance, improved rageblood vigor, power attack, toughness, weapon focus (heavy blades)
Alignment Unaligned Languages Common, Dwarven
Skills Athletics +14, Endurance +13, Heal +10, Nature +10, Perception +10
Str 20 Dex 12 Wis 12
Con 18 Int 10 Cha 8
Equipment +2 frost falchion, +2 hide armor, +2 longbow, bracers of mighty striking, +1 cloak of resistance, acrobat boots, standard adventures kit, everburning torch, journey bread, 60 arrows, 1,300gp.
Initiative
1d20+7 = 13
1d20+7 = 15
1d20+7 = 27
1d20+7 = 24
1d20+7 = 16
1d20+7 = 20
1d20+7 = 13
1d20+7 = 16
1d20+7 = 8
1d20+7 = 11