Caravan Guard

Sgt Garan Feyborn's page

14 posts. Alias of Scribbling Rambler.


Full Name

Sgt Garan Feyborn

Race

Half Elf

Classes/Levels

Warlord 1

Gender

Male

Size

Medium

Age

45

Alignment

Good

Location

Hollaria

Languages

Common, Elven, Primordial

Occupation

Officer of City Watch

Strength 16
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 11
Charisma 16

About Sgt Garan Feyborn

XP: 0

Action Points: 1

HP: 27 [12+Con score(15)]
Current HP: 25
Temp HP: 0
Bloodied Value: 13
Surge Value: 6 HP
Healing Surges per day: 9 [7 + Con mod(2)]
Surges Used: 0

Initiative +1 = +1(Dex) +0 Level
Passive Insight: 12 Passive Perception: 10

AC: 17 = 10 +0 Level +6 Armour +1 Shield
Fort 14 =10 + 0 Level +3 Str +1 Class
Ref 12 = 10 + 0 Level +1 Dex +1 Shield
Will 14 = 10 + 0 Level +3 Cha +1 Class
Resistances: None

Speed: 5 = 6 -1 Armour

Class Features: Grants +2 to Init to allies within 10 squares.
When ally uses Action Pt to make attack, they also heal 3 (Cha) hp.

Basic Attacks

Spoiler:
Longsword +6 = +0 Level +3 prof +3 Str
1d8+3 (1 handed)
1d8+4 (2 handed)

Hand Crossbow +3 = +0 Level +2 Prof +1 Dex
Range 10/20
1d6

Powers

Spoiler:

Sly Flourish
Dilletante Power - At Will - Standard Action - Melee or Ranged Weapon
Dex (+2) vs AC (Sword total +5, Xbow +4)
Hit: {W} +2 (Dex) +3 (Cha) on damage

Inspiring Word
Class Feature - Encounter (x2) - Minor Action - Close burst 5 - You or One Ally
Effect: Target may spend healing surge, gains extra 1d6 hp

Furious Smash
Attack 1 - At Will - Standard Action - Melee Weapon - 1 Creature
+6 (Sword, Str) vs For
Hit: 1d8+ 3 (Str) damage, and one ally adjacent to you or target gets +3 (Cha) power bonus on next attack roll to hit target and damage roll

Viper's Strike
Attack 1 - At Will - Standard Action - Melee Weapon - 1 Creature
+6 (Sword, Str) vs AC
Hit: 1d8+3 (Str) damage
Effect: If target shifts before start of Garan's turn, it provokes an opportunity attack from ally of Garan's choice

Guarding Attack
Attack 1 - Encounter - Standard Action - Melee Weapon - 1 Creature
+6 (Sword, Str) vs AC
Hit: 2d8 + 3 (Str) damage. Until end of Garan's next turn, one ally adjacent to Garan or the target gains power bonus to AC of +4 (1+Cha).

Bastion of Defense
Attack 1 - Daily - Standard Action - Melee weapon - 1 Creature
+6 (Sword, Str) vs AC
Hit: 3d8+3 (Str) damage. Allies within 5 squares of Garan gain a +1 power bonus to all defenses until end of encounter.
Effect: Allies within 5 squares of Garan gain 8 (5+Cha) temp hp.

Skills

Spoiler:

Acrobatics 0 = +0 Level +1 Dex -1 Armour Check
Arcana 0 = +0 Level +0 Int
Athletics +7 = +0 Level +3 Str +5 Trained - 1 Armour Check
Bluff +3 = +0 Level +3 Cha
Diplomacy +5 = +0 Level +3 Cha +2 Racial
Dungeoneering 0 = +0 Level +0 Wis
Endurance +6 = +0 Level +2 Con +5 Trained -1 Armour Check
Heal +5 = +0 Level +0 Wis +5 Trained
History 0 = +0 Level +0 Int
Insight +2 = +0 Level +0 Wis +2 Racial
Intimidate +8 = +0 Level +3 Cha +5 Trained
Nature 0 = +0 Level +0 Wis
Perception 0 = +0 Level +0 Wis
Religion 0 = +0 Level +0 Int
Stealth 0 = +0 Level +1 Dex -1 Armour Check
Streetwise +3 = +0 Level +3 Cha
Thievery 0 = +0 Level +1 Dex -1 Armour Check

Feats

Spoiler:

Inspired Recovery

Armour Profs: Cloth, Leather, Hide, Chain
Weapon Profs: Simple melee, Martial Melee, Simple ranged

Equipment

Spoiler:

Chainmail (40 lb)
Light Shield (6 lb)
Longsword (4 lb)
Hand Crossbow (2 lb)
20 bolts (2 lb)
Standard adv kit (33 lb)

0 gp (0 lbs)

Total Weight: 85 lbs

Background and Personality