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Rated: E · Appendix · Other · #2240725
genasi Warlord
whither
Male Genasi Warlord
Level 1
Unaligned (Chaotic)
Strength 16 (+3)
Constitution 15 (+2)
Dexterity 10 (+0)
Intelligence 16 (+3)
Wisdom 11 (+0)
Charisma 12 (+1)
Height: 6' 0"
Weight: 220 lb
Skin: Gold
Eyes: Amber
Hair: Silver Curly; Thick Beard / Hirsute
Maximum Hit Points: 27

Bloodied: 13
Surge Value: 6
Surges / Day: 9 [includes constitution modifier]


Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal

Initiative: 1d20 +2 = + 0 [dexterity] + 2 [combat leader]
Base Strength Attack: 1d20 +3 = + 3 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 16 = 10 + 6 [Chainmail]
Fortitude Defense: 15 = 10 + 1 [Stormsoul] + 1 [warlord] + 3 [strength]
Reflex Defense: 13 = 10 + 3 [intelligence]
Will Defense: 12 = 10 + 1 [warlord] + 1 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: Chainmail (40 lb)

Shield: None
Attacks:

Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
Greatsword: +6 vs AC [+3 strength attack] [+3 proficiency]; damage 1[W]=1d10+3 [strength bonus] 8 lb (Heavy blade)
Commander's Strike (ally adds your intelligence bonus to damage)
Furious Smash +3w [base strength attack] vs fortitude
coordinated offensive:
Bastion of Defense +3w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
160 lb.
320 lb.
800 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.


Languages: Common; Primordial;

Rituals Known:

Skills:

Acrobatics: -1 = 0 [dexterity] -1 [armor]
Arcana: +3 = 3 [intelligence]
Athletics: +7 = 3 [strength] +5 [class training]-1 [armor]
Bluff: +1 = 1 [charisma]
Diplomacy: +6 = 1 [charisma] +5 [class training]
Dungeoneering: +0 = 0 [wisdom]
Endurance: +8 = 2 [constitution] + 2 [Genasi] +5 [class training]-1 [armor]
Heal: +5 = 0 [wisdom] +5 [class training]
History: +3 = 3 [intelligence]
Insight: +0 = 0 [wisdom]
Intimidate: +1 = 1 [charisma]
Nature: +2 = 0 [wisdom] + 2 [Genasi]
Perception: +0 = 0 [wisdom]
Religion: +3 = 3 [intelligence]
Stealth: -1 = 0 [dexterity] -1 [armor]
Streetwise: +1 = 1 [charisma]
Thievery: -1 = 0 [dexterity] -1 [armor]
Feats:

Tactical Assault
At-Will:

Melee Basic Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: -1 [acrobatics] vs reflex / +7 [athletics] vs fortitude [move action]
Commander's Strike [Level 1]
Furious Smash [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Promise of Storm [Stormsoul][minor action]
Inspiring Word [minor action][2x/encounter]
coordinated offensive [Level 1]:
Daily Powers:

Bastion of Defense [Level 1]
Genasi

+2 intelligence, +2 constitution or wisdom (already included, you chose constitution.)
+2 Endurance, +2 Nature
Elemental Origin
This genasi chose the stormsoul manifestation first. This gives +2 on fortitude defense, resist 5 lightning, and the promise of storm power.
Warlord
Combat Leader (+2 initiative for self and all allies within ten squares who see & hear you)
This warlord chose the tactical presence. Any ally in sight who spends an action point to attack gets a bonus on attack roll equal to half your intelligence modifier. Can receive benefit from only one warlord at a time.
Inspiring Word (target spends healing surge and gains an additional1d6 at level 1)

whither's Equipment:

48 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
93 lb Weapons / Armor / Shield (from above)
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

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about whither:






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