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Rated: E · Appendix · Activity · #2221568
Warforged Warlord
Male Warforged Warlord
Level 2
Unaligned
Strength 14 (+2)
Constitution 17 (+3)
Dexterity 13 (+1)
Intelligence 16 (+3)
Wisdom 7 (-2)
Charisma 15 (+2)
Height: 6' 6"
Weight: 300 lb
Skin:
Eyes:
Hair: None
Maximum Hit Points: 39 [includes toughness]

Bloodied: 19
Surge Value: 9
Surges / Day: 10 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +4 = 1 [half level] + 1 [dexterity] + 2 [combat leader]
Base Strength Attack: 1d20 +3 = + 1 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +2 = + 1 [half level] + 1 [dexterity]
Base Constitution Attack: 1d20 +4 = + 1 [half level] + 3 [constitution]
Base Intelligence Attack: 1d20 +4 = + 1 [half level] + 3 [intelligence]
Base Wisdom Attack: 1d20 -1 = + 1 [half level]-2 [wisdom]
Base Charisma Attack: 1d20 +3 = + 1 [half level] + 2 [charisma]

Armor Class: 14 = 10 + 1 [half level] + 3 [intelligence]
Fortitude Defense: 15 = 10 + 1 [half level] + 1 [warlord] + 3 [constitution]
Reflex Defense: 14 = 10 + 1 [half level] + 3 [intelligence]
Will Defense: 14 = 10 + 1 [half level] + 1 [warlord] + 2 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 2 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: None ("cloth")
Shield: None
Attacks:

Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Greatsword: +6 vs AC [+3 strength attack] [+3 proficiency]; damage 1[W]=1d10+2 [strength bonus] 8 lb (Heavy blade)
Commander's Strike (ally adds your intelligence bonus to damage)
Furious Smash +3w [base strength attack] vs fortitude
Guarding Attack +3w [base strength attack] vs AC
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
140 lb.
280 lb.
700 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.


Languages: Common;

Rituals Known:

Skills:

Acrobatics: +2 = 1 [dexterity] + 1 [half level]
Arcana: +4 = 3 [intelligence] + 1 [half level]
Athletics: +3 = 2 [strength] + 1 [half level]
Bluff: +3 = 2 [charisma] + 1 [half level]
Diplomacy: +8 = 2 [charisma] + 1 [half level] +5 [class training]
Dungeoneering: -1 = -2 [wisdom] + 1 [half level]
Endurance: +11 = 3 [constitution] + 1 [half level] + 2 [Warforged] +5 [class training]
Heal: -1 = -2 [wisdom] + 1 [half level]
History: +9 = 3 [intelligence] + 1 [half level] +5 [class training]
Insight: -1 = -2 [wisdom] + 1 [half level]
Intimidate: +10 = 2 [charisma] + 1 [half level] + 2 [Warforged, per EPH] +5 [class training]
Nature: -1 = -2 [wisdom] + 1 [half level]
Perception: +1 = -2 [wisdom] + 1 [half level] + 2 [alertness]
Religion: +4 = 3 [intelligence] + 1 [half level]
Stealth: +2 = 1 [dexterity] + 1 [half level]
Streetwise: +3 = 2 [charisma] + 1 [half level]
Thievery: +2 = 1 [dexterity] + 1 [half level]
Feats:

Alertness Per Essentials, you cannot be surprised at all
Toughness
At-Will:

Melee Basic Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [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: +2 [acrobatics] vs reflex / +3 [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 8]; 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]
Warforged Resolve [Warforged][minor action]
Inspiring Word [minor action][2x/encounter]
Guarding Attack [Level 1]
Aid the Injured [Level 2 Utility]
Daily Powers:

Bastion of Defense [Level 1]
Warforged (see Dragon 264 and Eberron for feats, paths, etc.)

+2 constitution, +2 strength or intelligence (already included, you chose intelligence.)
+2 Endurance, +2 intimidate (per EPG), +2 on saves vs. ongoing damage
Living Construct (see Monster Manual)
Unsleeping Watcher -- four hours of inactivity is an extended rest, during which the character can keep watch for danger)
Warforged Resolve (when bloodied, gain 3 + level/2 temporary hp; see Monster Manual)
Warforged Mind: +1 on Will defense
On death saving throws, take the better of your die roll or 10.
May be genderless or assume a male or female personality.
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 2)

Equipment:

8 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
_____
42 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
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 this character:



Vet who cant let go





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