Size: Medium
Height: 6’4"
Weight: 310 lb
Skin: reddish brown scales
Eyes: Green
Background: Grafire retired early from a honored military service as a Captian of Arms to join a group of adventurers. Seeking to expand his worldly knowledge and hone his fighting skills in the unknown wilds, he later finds him self struggeling to keep his group alive and well as they battle the spawn of a Demon in the recesses of a cave... In the end Grafire gave his life to save his friends and in return they have breathed new life into him and have renewed his vigor. So now once again they travel on. Grafire is determined not to let it happen again...if he can help it.
If enemy can be flanked I'll use Wolf Pack Tactics to shift an ally into flanked position. If enemy remains flanked after this attack I will use Viper's Strike to keep the position or it will provide an attack of opportunity by shifting out of position.
If enemy can not be flanked at close range I will use Viper's strike. If enemy shifts away from me it will provide an attack of opportunity to an ally of my choice [ally adjacent to enemy].
Weapons:
Battle Axe of Terror +2: Weapon Proficient +2 - Attack Bonus = +13, Damage [1d10]+5 - Crit + 2d8
Daily Power: Free action, when target is hit it takes a -2 penalty to all defenses [Save ends].
Repeating Crossbow:Weapon Proficient +2 - Attack Bonus= +7, Damage -[1d8]+1
Dreamstone Maul +3:
Dreamstone Weapon
Level 12 Uncommon
This hammer has a brutal head made of black stone veined with dimly glowing light. As you heft it you hear susurrus that you find disturbing despite being unable to discern any meaning.
Price: 13,000 gp
Weapon: Hammer
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 radiant damage
Property: Anyone who touches a dreamstone weapon hears whispers in Deep Speech that portend the coming of great star entities and the end of the world. When a wielder swings a dreamstone weapon, the weapon audibly gives voice to the wielder’s thoughts, which typically means murderous ideas when the wielder is engaged in battle, in the same susurrant voice but in the speaker’s native tongue.
Power (Daily): Free Action. Use this power when you attack with the weapon. Attack Will instead of the defense the attack normally targets.
Armor:
Dwarvin Scale +2:[b]-Used - +2 to endurance check; Daily Power: Free action- Regain HP = to a healing surge.
Light Shield of Protection-[b]Used -: Daily Power: Standard action- You and adjacent ally gain resist 10 to all damage until the end of my next turn.
Dwarvin Greaves:- -Daily Power: Immediate interrupt- Negate the forced movement of a push, pull or slide.
Amulet of Protection +2: Fortitude, Reflex, and Will
Helm of Heroes:You and each ally within 10 sqr gets a +2 save vs. Fear effects. Daily: Free action. When you grant a ally with a basic melee attack they can use a standard action. The ally gets a +2 power bonus to any damage rolls made during that standard action.
Racial Features:
Spoiler:
Dragonborn Fury: +1 to attack when bloodied
Draconic Heritage:Add Con Mod [+1] to healing surge
Dragon Breath:[/i]Acid Breath Close burst 3- Encounter power +9 Str Modifier to hit / 1D6 +1 Constitution Modifier damage verses Reflex.
Class / Path Feats:
Spoiler:
This Warlord has chosen Inspiring Presence. Combat Leader:You and allies within 10 get +2 Initiative.
Inspiring Word:[i]USED 0/2 Close Burst 5. 2x / Encounter - Minor - Target spends surge + 2d6 HP after 6th level.
Feats:
Spoiler:
Defensive Mobility: +2 AC against opportunity attacks.
Dragonborn Frenzy: +2 damage when bloodied.
Inspired Recovery: When an ally who can see you spends an action point to take an extra standard action, that ally can make a saving throw as a free action, adding your Charisma modifier to the roll.
Toughness: +5 HP per tier.
Armor Proficient Scale:
1 Wolf Pack Tactics: Standard Action Melee weapon
-Target: One creature
-Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
-Attack: +13 vs. AC
-Hit: Battle Axe [1d10] + 5 Strength modifier damage.
1 Viper's Strike:Standard Action Melee weapon
-Target: One creature
-Attack: +13 vs. AC
-Hit: Battle Axe [1d10] + 5 [Str Mod] damage
Effect: If target shifts before the start of my next turn, it provokes an opportunity attack from the ally of my choice.
[C]Bull Rush - Push adjacent target of 1 size large or less - Str vs Fort. No bonus add.
Racial Power Dragon Breath: Acid Breath - Encounter power w/ Enlarged Dragon Breath to 5 squares. +9 Str Modifier to hit / 1D6 +1 Constitution Modifier damage verses Reflex.
Class PowerUSED 0 of 2 Inspired Word:Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
-Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter.
-Target: You or one ally in burst
-Effect: The target can spend a healing surge and regain an additional 2d6 hit points.
1 Guarding Attack:Standard Action Melee weapon
-Target: One creature
-Attack: +13 vs. AC
-Hit:Battle Axe [2d10] + 5 Strength modifier damage.
Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks.
-Inspiring Presence: The power bonus to AC equals 1 + 3 Charisma modifier. Total power bonus to AC = +4
3 Warlord's Strike:-Standard Action Melee weapon
-Target: One creature
-Attack: +13 vs. AC
-Hit: Battle Axe [2d10] + 5 Strength modifier damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.
-Inspiring Presence: The bonus to damage rolls equals 1 + 3 Charisma modifier. Total power bonus to damage +4
7 Lion's Roar: USED
-Target: One creature
-Attack: +13 vs. AC
-Hit: Battle Axe [2d10] + 5 Strength modifier damage.
-Effect: You or one ally within 5 squares of you can spend a healing surge.
-Inspiring Presence: Your ally (but not you) gains additional hit points equal to your Charisma modifier + 3. Total bonus to HP surge +3
1 Lead the Attack:
-Target: One creature
-Attack: +13 vs. AC
-Hit: Battle Axe [3d10] + 5 Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + 2 Intelligence modifier. Total bonus to attack +3
-Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
5 Villain's Nightmare:
-Target: One creature
-Attack:+13 vs. Reflex
-Hit:Battle Axe [3d10] + 5 Strength modifier damage.
-Effect: Until the end of the encounter, when you are adjacent to the target and it walks or runs, you can cancel that
movement as an immediate interrupt.
9 Knock Them Down: -USED
-Target: One creature
-Attack:+13 vs. AC
-Hit:Battle Axe [3d10] + 5 Strength modifier damage and the target is knocked prone.
-Effect: Every Ally with in 10 can move 3 sqr and make a melee basic attack on a target of their choice as a free action. These attacks do no damage but knock the target prone on hit.
miss: Half damage and target is knocked prone
2 Shake It Off: Encounter Power, Minor Action Ranged 10
-Target: You or one ally
-Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier.[+3]
6 Stand Tough: Daily - Minor Action - USED
-Targets: You and each ally in close burst 5
-Effect: The target regens HP equal to 10+ Ch mod [+3].
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Divine Boon:
Divine Boon: The Raven Queen's Shroud
Level 13 Uncommon
The Raven Queen cloaks her champions in a shroud of darkness, a halo of divine magic that aids them in enforcing the dictates of fate.
Price: 17,000 gp
Divine Boon
Power (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.
Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen. You gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of your next turn.
Items:
Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Rations (1 day) x3
Rope (50', Hemp)
Water skins x1
Health Potion x1 - 2 mionr actions to use and gain +10hp
Maul - Military two-handed melee weapon
Cost: 30 gp
Damage: 2d6
Proficient: +2
Weight: 12 lb.
Group: Hammer
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Lvl 15 Lifedrinker Axe +3 att - drop an enemy to 0hp gain 10hp temp.
Lvl 12 +3 / 17 +4 Att/Dmg +1d6 crit per + - Dly/Immediate U.E.of turn - Any character healed by my power gains a +2d6 HP
lvl 17 Dwarven Armour +4 Ac Daily \- Regain Hp = to a surge
Lvl 15 potion of vitality - spend a surge gain 25hp and make a save throw against an effect a save can end.
Lvl 14 Amulet of False Life +3 [Fort, Reflex, Will]- Daily/Minor - When bloodied gain temp hp = to a surge
Lvl 15 Ring Freedom of Movement - D/M - U.E.of Enctr - +5 tochecks Escape,grab,immob,rest, or slowed. If at least 1 milestone was achieved that Day move freely accross dificult terrain.
Lvl 15 Belt of Giant Str - +2 Athl, and strngth checks not attks - Dly/Free - +10 damage melee