Full Name |
Irewaru |
Race |
Human |
Classes/Levels |
Barbarian 7 |
Gender |
Male |
Size |
Medium |
Age |
27 |
Alignment |
Unaligned |
Deity |
Primal spirits |
About Irawaru
Irawaru, level 7
Human, Barbarian
Feral Might: Rageblood Vigor
Background: Geography - Wetlands (+2 to Nature)
FINAL ABILITY SCORES
Str 19, Con 15, Dex 14, Int 10, Wis 8, Cha 12.
AC: 21 Fort: 21 Reflex: 18 Will: 16
HP: 71
Current HP: 34
Temp HP: 0
Surges: 10
Surges Used: 5
Surge Value: 17
TRAINED SKILLS
Nature +9, Acrobatics +9, Athletics +12, Intimidate +14
UNTRAINED SKILLS
Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +2, Endurance +5, Heal +2, History +3, Insight +2, Perception +2, Religion +3, Stealth +4, Streetwise +4, Thievery +4
FEATS
Human: Toughness
Level 1: Improved Initiative
Level 2: Power Attack
Level 4: Skill Focus (Intimidate)
Level 6: Weapon Proficiency (Execution axe)
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Recuperating Strike
Bonus At-Will Power: Pressing Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Bloodhunt Rage
Barbarian utility 2: Primal Vitality
Barbarian encounter 3: Blade Sweep
Barbarian daily 5: Thunder Hawk Rage
Barbarian utility 6: Instinctive Charge
Barbarian encounter 7: Great Shout
ITEMS
Adventurer's Kit, Ironskin Belt (heroic tier) (2), Amulet of Physical Resolve +1, Potion of Resistance (heroic tier), Restful Bedroll (heroic tier), Stonemeal Biscuit (heroic tier), Magic Execution axe +2, Screaming Hide Armor +2
Passive Insight: 12
Passive Perception: 12
Speed: 6
Vision: Normal
Howling Strike +11 vs AC; 1d12+6 Brutal 2, high crit
Pressing Strike +11 vs AC; 1d12+6 Brutal 2, high crit
Recuperating Strike +11 vs AC; 1d12+6 Brutal 2, high crit
Avalanche Strike +11 vs AC; 1d12+6 Brutal 2, high crit
Bloodhunt Rage +11 vs AC; 1d12+6 Brutal 2, high crit
Blade Sweep +11 vs AC; 1d12+6 Brutal 2, high crit
Thunder Hawk Rage +11 vs AC; 1d12+6 Brutal 2, high crit
Recuperating Strike
KEYWORDS Primal, Weapon USED
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage, and you
gain temporary hit points equal to your Constitution
modifier (+2). If you are raging, you instead gain
temporary hit points equal to 5 + your Constitution
modifier (+2).
Increase damage to 1[W] + 1d6 + Strength modifier
(+4) at 11th level and to 2[W] + 2d6 + Strength
modifier (+4) at 21st level.
Magic Execution axe +2: +11 attack, 1d12+6 damage
Rage Strike
KEYWORDS Primal, Weapon USED
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
Requirement: You must be raging and have at least one unused rage power.
Effect: Before the attack, you expend an unused rage power.
Attack: Strength vs. AC
Hit: You deal damage based on the level of the rage power you expended:
1st level 3[W] + Strength modifier (+4)
5th level 4[W] + Strength modifier (+4)
9th level 5[W] + Strength modifier (+4)
15th level 6[W] + Strength modifier (+4)
19th level 7[W] + Strength modifier (+4)
25th level 8[W] + Strength modifier (+4)
29th level 9[W] + Strength modifier (+4)
Miss: Half damage.
Magic Execution axe +2: +11 attack, As Above+2 damage
Howling Strike
KEYWORDS Primal, Weapon
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier (+4) damage.
Increase damage to 1[W] + 2d6 + Strength modifier (+4)
at 11th level and to 2[W] + 3d6 + Strength modifier (+4) at
21st level.
Special: When charging, you can use this power in place of
a melee basic attack. If you are raging, you do not provoke
opportunity attacks for moving during the charge.
Magic Execution axe +2: +11 attack, 1d12+1d6+6 damage
Pressing Strike
KEYWORDS Primal, Weapon
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
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.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage, and you
push the target 1 square. If you are raging, the attack
deals 1d6 extra damage. Increase damage to 2[W] +
Strength modifier (+4) at 21st level.
Magic Execution axe +2: +11 attack, 1d12+6 damage
ENCOUNTER
Swift Charge
KEYWORDS Primal
Free
ACTION
Personal
RANGE
ATTACK TARGET
vs
DEFENSE
Trigger: Your attack reduces an enemy to 0 hit
points
Effect: You charge an enemy.
Avalanche Strike
KEYWORDS Primal, Weapon
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier (+4) damage.
Rageblood Vigor: The attack deals extra damage
equal to your Constitution modifier (+2).
Effect: Until the start of your next turn, any
attacker gains a + 4 bonus to attack rolls against
you.
Magic Execution axe +2: +11 attack, 3d12+6
damage
Blade Sweep
KEYWORDS Primal, Weapon
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier (+4) damage, and
each bloodied enemy adjacent to you takes
damage equal to your Constitution modifier (+2).
Rageblood Vigor: Each enemy adjacent to you,
bloodied or not, takes damage equal to your
Constitution modifier (+2).
Magic Execution axe +2: +11 attack, 2d12+6
damage
Bloodhunt Rage
KEYWORDS Primal, Rage, Weapon USED
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier (+4) damage.
Miss: Half damage.
Effect: You manifest the rage of the bloodhunt.
Until the rage ends, you gain a bonus to melee
damage rolls equal to your Constitution modifier
(+2) if either you or your target is bloodied.
Magic Execution axe +2: +11 attack, 3d12+6
damage
Thunder Hawk Rage
KEYWORDS Primal, Rage, Thunder, Weapon USED
Standard
ACTION
Melee weapon
RANGE
11
ATTACK
One creature
TARGET
vs AC
DEFENSE
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier (+4) thunder damage,
and the target is dazed (save ends).
Miss: Half damage.
Effect: You manifest the rage of the thunder hawk.
Until the rage ends, before you take any actions
during each of your turns, you can knock an adjacent
enemy prone as a free action.
Magic Execution axe +2: +11 attack, 2d12+6 damage
Primal Vitality
KEYWORDS Primal USED
Minor
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: You gain temporary hit points equal to onehalf
your level + your Constitution modifier (+2). If
you are raging, you instead gain temporary hit
points equal to one-half your level + twice your
Constitution modifier (+2).
Instinctive Charge
KEYWORDS Primal USED
No Action
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Trigger: You roll initiative at the beginning of an
encounter
Effect: You gain a +5 power bonus to your
initiative. You also gain a +2 power bonus to your
first attack roll during the encounter.
Feats
Toughness
Improved Initiative
Power Attack
Skill Focus -- Intimidate
Weapon Proficiency -- Executioner Axe
Skills:
Acrobatics: +9 = 2 [dexterity] + 3 [half level] + 5 [class training]-1 [armor]
Arcana: +3 = 0 [intelligence] + 3 [half level]
Athletics: +11 = 4 [strength] + 3 [half level] + 5 [class training]-1 [armor]
Bluff: +4 = 1 [charisma] + 3 [half level]
Diplomacy: +4 = 1 [charisma] + 3 [half level]
Dungeoneering: +2 = -1 [wisdom] + 3 [half level]
Endurance: +4 = 2 [constitution] + 3 [half level]-1 [armor]
Heal: +2 = -1 [wisdom] + 3 [half level]
History: +3 = 0 [intelligence] + 3 [half level]
Insight: +2 = -1 [wisdom] + 3 [half level]
Intimidate: +14 = 1 [charisma] + 3 [half level] + 5 [class training] + 3 [skill focus] +2 [item]
Nature: +7 = -1 [wisdom] + 3 [half level] + 5 [class training]
Perception: +2 = -1 [wisdom] + 3 [half level]
Religion: +3 = 0 [intelligence] + 3 [half level]
Stealth: +4 = 2 [dexterity] + 3 [half level]-1 [armor]
Streetwise: +4 = 1 [charisma] + 3 [half level]
Thievery: +4 = 2 [dexterity] + 3 [half level]-1 [armor]
FEATS
Toughness
Improved Init
Power Attack - +2 damage for -2 attack
Skill Focus - Intimidate
Weapon Prof - Execution Axe
CLASS FEATURES
Feral Might
Rageblood Vigour - Swift Charge power - temp hp when foe drops to 0, Con mod
Rage
Rampage - Crit grants free basic melee attack; once per round
Equipment:
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
90lb total
Magic:
Executioner Axe +2 (Level 6)
Screaming Hide Armour +2 (Level 7)
Ironskin Belt (Level 5)
Amulet of Physical Resolve +1 (level 2)
Restful Bedroll (Level 1)
Potion of Resistance (thunder)
Stonemeal Biscuit
50gp