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- Name [Margaret]
- Level [2]
- Class [Barbarian]
- Paragon [N/A]
- Race [Gnoll]
- Size [M]
- Age [25]
- Gender [F]
- Height [7'4"]
- Weight [310lbs]
- Alignment [Chaotic Neutral]
- Deity [N/A]
- Total XP [1800]
- Initiative =========================================================
- +2 (+1 Dex, +1 half level)
- Ability Scores =====================================================
- Strength......18 (+4) (+5 bonus + half level)
- Constitution..16 (+3) (+4 bonus + half level)
- Dexterity.....12 (+1) (+2 bonus + half level)
- Intelligence..08 (-1) (+0 bonus + half level)
- Wisdom........10 (+0) (+1 bonus + half level)
- Charisma......14 (+2) (+3 bonus + half level)
- Defenses ===========================================================
- AC 14 (10 base, +1 half level, +3 armor, +0 class, +0 misc, +0 feat)
- Fort 18 (10 base, +1 half level, +4 Str, +2 class, +1 misc, +0 feat)
- Ref 13 (10 base, +1 half level, +1 Dex, +0 class, +1 misc, +0 feat)
- Will 14 (10 base, +1 half level, +2 Cha, +0 class, +1 misc, +0 feat)
- Hit Points =========================================================
- Max HP 37
- Bloodied 16 (half HP)
- Surge value 08 (quarter HP)
- Surges/day 11
- Resistances, Weaknesses, Current Effects
- Movement ===========================================================
- Speed 7 squares (base 0, armor -0)
- Senses =============================================================
- Passive Insight 00 (10 base, Skill +0)
- Passive Perception 00 (10 base, Skill +0)
- Low-Light
- Race Features ======================================================
- Blood Fury: While you’re bloodied, you gain a +2 bonus to
- damage rolls. This increases to a +4 bonus at 21st level.
- Ferocious Charge: You can use ferocious charge as an encounter power.
- Class/Path/Destiny Features ========================================
- Barbarian Agility:
- While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex.
- The bonus increases to +2 at 11th level and +3 at 21st level.
- Feral Might - Rageblood Vigor:
- You gain the swift charge power. In addition, whenever your attack reduces an enemy
- to 0 hit points, you gain temporary hit points equal to your Constitution modifier.
- The number of temporary hit points equals 5 + your Constitution modifier
- at 11th level and 10 + your Constitution modifier at 21st level.
- Rampage:
- Once per round, when you score a critical hit with a barbarian attack power, you can immediately make
- a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
- Skills =============================================================
- Acrobatics +2 (+2 Dex/half-level)
- Arcana +0 (+0 Int/half-level)
- Athletics +4 (+5 Str/half-level)
- Bluff +3 (+3 Cha/half-level)
- Diplomacy +3 (+3 Cha/half-level)
- Dungeoneering +1 (+1 Wis/half-level)
- Endurance +9 (+4 Con/half-level, +5 Trained)
- Heal +1 (+1 Wis/half-level)
- History +1 (+0 Int/half-level)
- Insight +1 (+1 Wis/half-level)
- Intimidate +10 (+3 Cha/half-level, +2 race, +5 Trained)
- Nature +1 (+1 Wis/half-level)
- Perception +6 (+1 Wis/half-level, +5 Trained)
- Religion +0 (+0 Int/half-level)
- Stealth +1 (+1 Dex/half-level)
- Streetwise +3 (+3 Cha/half-level)
- Thievery +2 (+2 Dex/half-level)
- Feats ==============================================================
- Rising Fury: : When you reduce an enemy to 0 hit points, you gain a +2 feat bonus to weapon damage
- rolls until the end of your next turn. The bonus increases to +3 at 11th level and +4 at 21st level.
- Deadly Rage: +1 damage while raging
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Howling Strike
- Standard Action Melee weapon
- Requirement: You must be wielding a two-handed weapon.
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + 1d6 + Strength modifier damage.
- Level 11: 1[W] + 2d6 + Strength modifier damage.
- Level 21: 2[W] + 3d6 + Strength modifier damage.
- Special: When charging, you can use this power in place
- of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
- Recuperating Strike
- At-Will * Primal, Weapon
- Standard Action Melee weapon
- Requirement: You must be wielding a two-handed weapon.
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier.
- If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier.
- Level 11: 1[W] + 1d6 + Strength modifier damage.
- Level 21: 2[W] + 2d6 + Strength modifier damage.
- Encounter Powers
- Swift Charge [ ]
- Encounter * Primal
- Free Action, Personal
- Trigger: Your attack reduces an enemy to 0 hit points
- Effect: You charge an enemy
- Ferocious Charge [ ]
- Encounter
- Standard Action, Personal
- Effect: You charge and deal an extra 2 damage on a sucessful
- attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level.
- Bloodletting [ ]
- Encounter * Primal, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier damage. If the target is
- bloodied, the attack deals extra damage equal to your Constitution modifier.
- Daily powers
- Rage Drake’s Frenzy [ ]
- Daily * Primal, Rage, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC. If the target is bloodied, you gain a +2 bonus to the attack roll.
- Hit: 3[W] + Strength modifier damage.
- Miss: Half damage.
- Effect: You enter the rage of the rage drake. Until the rage
- ends, once per round when you reduce an enemy to 0
- hit points, you can make a melee basic attack as a free action.
- Utility powers
- Shrug it Off [ ]
- Encounter * Primal
- Immediate Reaction Personal
- Trigger: You are subject to an effect that a save can end
- Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action
- Equipment ==========================================================
- Execution axe [+2 prof, 1d12 Dmg, Brutal2, High Crit (+1d12)]
- Adventurer's Kit
- Jouneybread
- Amulet of Physical Resolve +1
- Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render
- you weakened, slowed, or immobilized.
- Coins and Other Wealth =============================================
- 405 gold pieces
- Languages Known ====================================================
- Common, Abyssal
- Rituals ============================================================
- N/A
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