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Rated: E · Appendix · Other · #2230514
Warforged druid [protector]
Male Warforged Protector
Level 1
Good
Strength 9 (-1)
Constitution 16 (+3)
Dexterity 12 (+1)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 12 (+1)
Height: 6' 4"
Weight: 290 lb
Skin:
Eyes:
Hair: None
Maximum Hit Points: 28

Bloodied: 14
Surge Value: 7
Surges / Day: 10 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Normal

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

Armor Class: 16 = 10 + 3 [constitution] + 3 [Hide)]
Fortitude Defense: 13 = 10 + 3 [constitution]
Reflex Defense: 12 = 10 + 1 [protector] + 1 [dexterity]
Will Defense: 12 = 10 + 1 [protector] + 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: Hide) (25 lb)

Shield: None
Attacks:

Unarmed Melee: -1 [base strength attack] vs AC; damage 1[W]=1d4-1 [strength penalty]
Macev: +1 vs AC [-1 strength attack] [+2 proficiency]; damage 1[W]=1d8-1 [strength penalty] 6 lb (Mace) versatile
Call of the Beast [see online revision] +0i [base wisdom attack] vs will
Chill Wind +0i [base wisdom attack] vs fortitude
Cull the Herd +0i bf [base wisdom attack] vs will
v Versatile weapon. Add +1 to damage if using two-handed.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
bf Beast-form power.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
90 lb.
180 lb.
450 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
30 lb. or less
31-60 lb.
61-90 lb.
90 lb.
180 lb.
450 lb.


Languages: Common;

Rituals Known:

Skills:

Acrobatics: +0 = 1 [dexterity] -1 [armor]
Arcana: -1 = -1 [intelligence]
Athletics: +6 = -1 [strength] +5 [class training] + 2 [background] + 1 [sure climber]-1 [armor]
Bluff: +1 = 1 [charisma]
Diplomacy: +6 = 1 [charisma] +5 [class training]
Dungeoneering: +0 = 0 [wisdom]
Endurance: +4 = 3 [constitution] + 2 [Warforged] -1 [armor]
Heal: +0 = 0 [wisdom]
History: +4 = -1 [intelligence] +5 [class training]
Insight: +0 = 0 [wisdom]
Intimidate: +3 = 1 [charisma] + 2 [Warforged, per EPH]
Nature: +5 = 0 [wisdom] +5 [class training]
Perception: +0 = 0 [wisdom]
Religion: -1 = -1 [intelligence]
Stealth: +0 = 1 [dexterity] -1 [armor]
Streetwise: +1 = 1 [charisma]
Thievery: +0 = 1 [dexterity] -1 [armor]
Feats:

Sure Climber
At-Will:

Melee Basic Attack: By weapon, damage 1[W]-1 [strength penalty] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: -1 [base strength attack] vs fortitude [standard action]
Grab: -1 [base strength attack] vs reflex [standard action]
Move grabbed target: -1 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +6 [athletics] vs fortitude [move action]
Call of the Beast [Level 1] [see online revision]
Chill Wind [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]
Cull the Herd [Level 1]
Daily Powers:

Warforged (see Dragon 264 and Eberron for feats, paths, etc.)

+2 constitution, +2 strength or intelligence (already included, you chose strength.)
+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.
Protector
This protector chose the Renewal circle, modification of the Druid Primal Guardian aspect. Healing surges in or next to your growth zone add your constitution bonus.
Nature's Growth
Primal Attument -- list your choices here:
Summon Natural Ally -- in lieu of the usual druid daily spells

Equipment:

31 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
76 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 this character:









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