Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Name []
- Level [5]
- Class [Barbarian]
- Paragon [N/A]
- Race [Dwarf]
- Size [M]
- Age []
- Gender []
- Height []
- Weight []
- Alignment []
- Deity []
- Total XP [5 500]
- Initiative =========================================================
- +0 (+0 Dex, +2 half level)
- Ability Scores =====================================================
- Strength......17 (+3) (+5 bonus + half level)
- Constitution..17 (+3) (+5 bonus + half level)
- Dexterity.....11 (+0) (+2 bonus + half level)
- Intelligence..10 (+0) (+2 bonus + half level)
- Wisdom........14 (+2) (+4 bonus + half level)
- Charisma......13 (+1) (+3 bonus + half level)
- Defenses ===========================================================
- AC 18 (10 base, +2 half level, +6 armor, +0 class, +0 misc, +0 feat)
- Fort 19 (10 base, +2 half level, +3 Con, +2 class, +2 misc, +0 feat)
- Ref 14 (10 base, +2 half level, +0 Int, +0 class, +2 misc, +0 feat)
- Will 16 (10 base, +2 half level, +2 Wis, +0 class, +2 misc, +0 feat)
- Hit Points =========================================================
- Max HP 56
- Bloodied 28 (half HP)
- Surge value 14 (quarter HP)
- Surges/day 13
- Resistances, Weaknesses, Current Effects
- Movement ===========================================================
- Speed 5 squares (base 5, armor -0)
- Senses =============================================================
- Passive Insight 00 (10 base, Skill +0)
- Passive Perception 00 (10 base, Skill +0)
- Low-Light
- Race Features ======================================================
- Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
- Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
- Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
- 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.
- 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
- 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.
- 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 +2 (+2 Int/half-level)
- Athletics +5 (+5 Str/half-level)
- Bluff +3 (+3 Cha/half-level)
- Diplomacy +3 (+3 Cha/half-level)
- Dungeoneering +6 (+4 Wis/half-level, +2 race)
- Endurance +7 (+5 Con/half-level, +2 race)
- Heal +4 (+4 Wis/half-level)
- History +2 (+2 Int/half-level)
- Insight +4 (+4 Wis/half-level)
- Intimidate +8 (+3 Cha/half-level, +5 trained)
- Nature +9 (+4 Wis/half-level, +5 trained)
- Perception +9 (+4 Wis/half-level, +5 trained)
- Religion +2 (+2 Int/half-level)
- Stealth +2 (+2 Dex/half-level)
- Streetwise +3 (+3 Cha/half-level)
- Thievery +2 (+2 Dex/half-level)
- Feats ==============================================================
- Deadly Rage: +1 damage while raging
- Stone Step Spirits: Ignore 1 square of difficult terrain when you move, or all difficult terrain when you charge
- Spirits of Stone: +2 to next attack roll when you use second wind
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Pressing Strike
- At-Will * Primal, Weapon
- Standard Action Melee weapon
- 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.
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.
- Level 21: 2[W] + Strength modifier damage.
- Devastating 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] + 1d8 + Strength modifier damage.
- Level 11: 1[W] + 2d8 + Strength modifier damage.
- Level 21: 2[W] + 3d8 + Strength modifier damage.
- 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.
- Encounter Powers
- Roar of Triumph [ ]
- Encounter * Fear, Primal
- Free Action Close burst 5
- Trigger: Your attack reduces an enemy to 0 hit points
- Target: Each enemy in burst
- Effect: Each target takes a –2 penalty to all defenses until the end of your next turn.
- Hammer Fall [ ]
- Encounter * Primal, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. Fortitude
- Hit: 2[W] + Strength modifier damage, and you knock the target prone.
- Blood Strike [ ]
- Encounter * Primal, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier damage. If you or the target is bloodied, the attack deals 1[W] extra damage.
- Daily powers
- Rage Strike [ ]
- Daily (Special) * Primal, Weapon
- Standard Action Melee weapon
- Requirement: You must be raging and have at least one unused barbarian rage power.
- Target: One creature
- Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power.
- Hit: You deal damage based on the level of the rage power you expend:
- 1st level 3[W] + Strength modifier
- 5th level 4[W] + Strength modifier
- 9th level 5[W] + Strength modifier
- 15th level 6[W] + Strength modifier
- 19th level 7[W] + Strength modifier
- 25th level 8[W] + Strength modifier
- 29th level 9[W] + Strength modifier
- Miss: Half damage.
- Special: You can use this power twice per day.
- Bloodhunt Rage [ ]
- Daily * Primal, Rage, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier damage.
- Miss: Half damage.
- 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.
- Frost Wolf Rage [ ]
- Daily * Cold, Primal, Rage, Weapon
- Standard Action Melee weapon
- Target: One creature
- 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.
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier cold damage.
- Miss: Half damage.
- 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.
- Utility powers
- Combat Sprint [ ]
- Encounter * Primal
- Move Action Personal
- Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Elderhide Armour (+6)
- Journeybread (10 days)
- Flash (Mead) x 1
- Amulet of Physical Resolve +2
- Enhancement: Fortitude, Reflex, and Will
- Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.
- Terror Warhammer +2 (+2 prof, 1d10, high crit, versitile)
- Enhancement: Attack rolls and damage rolls
- Critical: +1d8 damage per plus
- 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).
- Coins and Other Wealth =============================================
- 0 gold pieces
- Languages Known ====================================================
- Common, Dwarven
- Rituals ============================================================
- N/A
Advertisement
Add Comment
Please, Sign In to add comment