Coloursfall

#3

Jul 6th, 2012
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  1. Name []
  2. Level [5]
  3. Class [Barbarian]
  4. Paragon [N/A]
  5. Race [Dwarf]
  6. Size [M]
  7. Age []
  8. Gender []
  9. Height []
  10. Weight []
  11. Alignment []
  12. Deity []
  13.  
  14. Total XP [5 500]
  15.  
  16. Initiative =========================================================
  17. +0 (+0 Dex, +2 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......17 (+3) (+5 bonus + half level)
  21. Constitution..17 (+3) (+5 bonus + half level)
  22.  
  23. Dexterity.....11 (+0) (+2 bonus + half level)
  24. Intelligence..10 (+0) (+2 bonus + half level)
  25.  
  26. Wisdom........14 (+2) (+4 bonus + half level)
  27. Charisma......13 (+1) (+3 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 18 (10 base, +2 half level, +6 armor, +0 class, +0 misc, +0 feat)
  31. Fort 19 (10 base, +2 half level, +3 Con, +2 class, +2 misc, +0 feat)
  32. Ref 14 (10 base, +2 half level, +0 Int, +0 class, +2 misc, +0 feat)
  33. Will 16 (10 base, +2 half level, +2 Wis, +0 class, +2 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 56
  37. Bloodied 28 (half HP)
  38. Surge value 14 (quarter HP)
  39. Surges/day 13
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 5 squares (base 5, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 00 (10 base, Skill +0)
  49. Passive Perception 00 (10 base, Skill +0)
  50.  
  51. Low-Light
  52.  
  53. Race Features ======================================================
  54.  
  55. Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
  56.  
  57. Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
  58.  
  59. Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
  60.  
  61. Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
  62.  
  63. Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides
  64. a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
  65.  
  66.  
  67. Class/Path/Destiny Features ========================================
  68.  
  69.  
  70. Barbarian Agility:
  71. While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex.
  72. The bonus increases to +2 at 11th level and +3 at 21st level.
  73. Feral Might - Rageblood Vigor:
  74. You gain the swift charge power. In addition, whenever your attack reduces an enemy
  75. to 0 hit points, you gain temporary hit points equal to your Constitution modifier.
  76. The number of temporary hit points equals 5 + your Constitution modifier
  77. at 11th level and 10 + your Constitution modifier at 21st level.
  78. Rampage:
  79. Once per round, when you score a critical hit with a barbarian attack power, you can immediately make
  80. a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
  81.  
  82.  
  83. Skills =============================================================
  84. Acrobatics +2 (+2 Dex/half-level)
  85. Arcana +2 (+2 Int/half-level)
  86. Athletics +5 (+5 Str/half-level)
  87. Bluff +3 (+3 Cha/half-level)
  88. Diplomacy +3 (+3 Cha/half-level)
  89. Dungeoneering +6 (+4 Wis/half-level, +2 race)
  90. Endurance +7 (+5 Con/half-level, +2 race)
  91. Heal +4 (+4 Wis/half-level)
  92. History +2 (+2 Int/half-level)
  93. Insight +4 (+4 Wis/half-level)
  94. Intimidate +8 (+3 Cha/half-level, +5 trained)
  95. Nature +9 (+4 Wis/half-level, +5 trained)
  96. Perception +9 (+4 Wis/half-level, +5 trained)
  97. Religion +2 (+2 Int/half-level)
  98. Stealth +2 (+2 Dex/half-level)
  99. Streetwise +3 (+3 Cha/half-level)
  100. Thievery +2 (+2 Dex/half-level)
  101.  
  102. Feats ==============================================================
  103. Deadly Rage: +1 damage while raging
  104. Stone Step Spirits: Ignore 1 square of difficult terrain when you move, or all difficult terrain when you charge
  105. Spirits of Stone: +2 to next attack roll when you use second wind
  106.  
  107.  
  108. Power Index ========================================================
  109. Check the box when the power is used.
  110. Clear the box when the power renews.
  111.  
  112. At-Will Powers
  113. Pressing Strike
  114. At-Will * Primal, Weapon
  115. Standard Action Melee weapon
  116. Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there.
  117. Target: One creature
  118. Attack: Strength vs. AC
  119. Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.
  120. Level 21: 2[W] + Strength modifier damage.
  121.  
  122. Devastating Strike
  123. At-Will * Primal, Weapon
  124. Standard Action Melee weapon
  125. Requirement: You must be wielding a two-handed weapon.
  126. Target: One creature
  127. Attack: Strength vs. AC
  128. Hit: 1[W] + 1d8 + Strength modifier damage.
  129. Level 11: 1[W] + 2d8 + Strength modifier damage.
  130. Level 21: 2[W] + 3d8 + Strength modifier damage.
  131. Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
  132.  
  133.  
  134. Encounter Powers
  135. Roar of Triumph [ ]
  136. Encounter * Fear, Primal
  137. Free Action Close burst 5
  138. Trigger: Your attack reduces an enemy to 0 hit points
  139. Target: Each enemy in burst
  140. Effect: Each target takes a –2 penalty to all defenses until the end of your next turn.
  141.  
  142. Hammer Fall [ ]
  143. Encounter * Primal, Weapon
  144. Standard Action Melee weapon
  145. Target: One creature
  146. Attack: Strength vs. Fortitude
  147. Hit: 2[W] + Strength modifier damage, and you knock the target prone.
  148.  
  149. Blood Strike [ ]
  150. Encounter * Primal, Weapon
  151. Standard Action Melee weapon
  152. Target: One creature
  153. Attack: Strength vs. AC
  154. Hit: 2[W] + Strength modifier damage. If you or the target is bloodied, the attack deals 1[W] extra damage.
  155.  
  156.  
  157. Daily powers
  158. Rage Strike [ ]
  159. Daily (Special) * Primal, Weapon
  160. Standard Action Melee weapon
  161. Requirement: You must be raging and have at least one unused barbarian rage power.
  162. Target: One creature
  163. Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power.
  164. Hit: You deal damage based on the level of the rage power you expend:
  165. 1st level 3[W] + Strength modifier
  166. 5th level 4[W] + Strength modifier
  167. 9th level 5[W] + Strength modifier
  168. 15th level 6[W] + Strength modifier
  169. 19th level 7[W] + Strength modifier
  170. 25th level 8[W] + Strength modifier
  171. 29th level 9[W] + Strength modifier
  172. Miss: Half damage.
  173. Special: You can use this power twice per day.
  174.  
  175. Bloodhunt Rage [ ]
  176. Daily * Primal, Rage, Weapon
  177. Standard Action Melee weapon
  178. Target: One creature
  179. Attack: Strength vs. AC
  180. Hit: 3[W] + Strength modifier damage.
  181. Miss: Half damage.
  182. Effect: You enter the rage of the bloodhunt. Until the rage ends, you gain a bonus to melee damage rolls equal to your Constitution modifier if either you or your target is bloodied.
  183.  
  184. Frost Wolf Rage [ ]
  185. Daily * Cold, Primal, Rage, Weapon
  186. Standard Action Melee weapon
  187. Target: One creature
  188. Effect: Before the attack, the target can make a melee basic attack against you as a free action. If it does so, your attack deals 1[W] extra cold damage.
  189. Attack: Strength vs. AC
  190. Hit: 3[W] + Strength modifier cold damage.
  191. Miss: Half damage.
  192. Effect: You enter the rage of the frost wolf. Until the rage ends, any enemy that hits you with a melee attack takes cold damage equal to 3 + your Constitution modifier.
  193.  
  194.  
  195. Utility powers
  196. Combat Sprint [ ]
  197. Encounter * Primal
  198. Move Action Personal
  199. Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.
  200.  
  201.  
  202. Equipment ==========================================================
  203. Adventurer's Kit
  204. Jouneybread
  205. Elderhide Armour (+6)
  206. Journeybread (10 days)
  207. Flash (Mead) x 1
  208.  
  209. Amulet of Physical Resolve +2
  210. Enhancement: Fortitude, Reflex, and Will
  211. Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.
  212.  
  213. Terror Warhammer +2 (+2 prof, 1d10, high crit, versitile)
  214. Enhancement: Attack rolls and damage rolls
  215. Critical: +1d8 damage per plus
  216. Power (Daily * Fear): Free Action. Use this power when you hit with the weapon. The target takes a –2 penalty to all defenses (save ends).
  217.  
  218.  
  219. Coins and Other Wealth =============================================
  220. 0 gold pieces
  221.  
  222. Languages Known ====================================================
  223. Common, Dwarven
  224.  
  225. Rituals ============================================================
  226. N/A
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