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Food Court Druid
Jul 17, 2007

Boredom is always counter-revolutionary. Always.
Looks interesting, will stat up a character shortly. I hope martial classes are okay, my concept is an ex-military human warlord. After being kicked out of the king's guard he took on a number of odd jobs, and ended up becoming the bodyguard for one or more of the mages in the campaign.

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Food Court Druid
Jul 17, 2007

Boredom is always counter-revolutionary. Always.
Okay, here's the stats for my guy, will post fluff tomorrow.

code:
Denall Drake
Human Warlord 11
Paragon Path: Battle Captain

STR 19
CON 13
DEX 12
INT 18
WIS 11
CHA 15

Defenses:
AC 26 (10 + 5 level + 1 Dex + 10 armor), 28 vs. attacks of opportunity
Fort 21 (10 + 5 level + 4 Str + 1 class + 1 race)
Reflex 20 (10 + 5 level + 4 Int + 1 race)
Will 19 (10 + 5 level + 2 Cha + 1 class +1 race) 

Initiative +12 (+5 level, +1 Dex, +2 class, +4 feat)
Speed 6
Hit Points 104 (52 bloodied)
Healing Surges - 8 per day for 26 hp each

Attacks:
Melee: Berserker Greatsword - +14 (+5 level, +4 Str, +3 proficiency, +2 magic)
 Damage: 1d10+4 (high crit, +2d10 on crits)
Ranged: Longbow - +8 (+5 level, +1 dex, +2 proficiency)
 Damage: 1d10+1

Race Features:
Bonus at-will power, feat and skill
Human Defense Bonus

Class Features:
Combat Leader
Tactical Presence
Inspiring Word
Battle Action
Cry Havoc

Trained Skills:
Athletics +14 (+5 training, +5 level, +4 Str)
Diplomacy +12 (+5 training, +5 level, +2 Cha)
Heal +10 (+5 training, +5 level)
History +14 (+5 training, +5 level, +4 Int)
Intimidate +12 (+5 training, +5 level, +2 Cha)

Feats:
Tactical Assault
Power Attack
Action Surge
Improved Initiative
Alertness
Weapon Focus (heavy blades)
Action Recovery

Powers:
At will - Commander's Strike, Wolf Pack Tactics, Furious Smash
Encounter - Hammer and Anvil, Steel Monsoon, Sunder Armor, Force Retreat
Daily - Bastion of Defense, Villain's Nightmare, Knock Them Down, turn basic attack granted into standard action,
berserker rage
Utility - Inspiring Word, Shake It Off, Inspiring Reaction, Defensive Rally

Equipment:
+3 razor scalemail
Helm of Heroes
+2 berserker greatsword
Longbow
120 arrows
Standard adventurer's kit
Climber's Kit
Everburning Torch
Journeybread
Silk rope
Tent
1317 gp

Ongoing Effect List (for help remembering all this crap):
-Me and allies within ten squares that can see and hear me get +2 to initiative.
-When allies I can see spend an action point to get an extra attack, they get +2 to attack and +4 to damage on
that attack.
-I do not give combat advantage while surprised
-On the first round of combat, allies who start their turn within 10 squares of me get +2 to attack.
-Whenever an enemy scores a melee critical hit on me, they take 1d10+1 damage (armor)
-Me and allies within ten squares get a +2 bonus to saving throws against fear effects

Food Court Druid fucked around with this message at 04:09 on Aug 25, 2008

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