Coloursfall

Finn Sheet LV30

May 11th, 2012
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  1. Name [Finn]
  2. Level [30]
  3. Class [Fighter]
  4. Paragon [Swordmaster]
  5. Epic [Eternal Defender]
  6. Race [Human]
  7. Size [M]
  8. Age [14]
  9. Gender [Male]
  10. Height [5'0"]
  11. Weight [100lbs]
  12. Alignment [Lawful Good]
  13. Deity [N/A]
  14.  
  15. Total XP []
  16.  
  17. Initiative =========================================================
  18. +20 (+5 Dex, +15 half level)
  19.  
  20. Ability Scores =====================================================
  21. Strength......27 (+8) (+23 bonus + half level)
  22. Constitution..20 (+5) (+20 bonus + half level)
  23.  
  24. Dexterity.....20 (+5) (+20 bonus + half level)
  25. Intelligence..12 (+1) (+16 bonus + half level)
  26.  
  27. Wisdom........12 (+1) (+16 bonus + half level)
  28. Charisma......16 (+3) (+18 bonus + half level)
  29.  
  30. Defenses ===========================================================
  31. AC 22 (10 base, +15 half level, +4 armor, +0 class, +0 misc, +0 feat)
  32. Fort 47 (10 base, +15 half level, +8 Str, +2 class, +1 misc, +11 feat)
  33. Ref 23 (10 base, +15 half level, +3 Dex, +0 class, +1 misc, +3 feat)
  34. Will 30 (10 base, +15 half level, +1 Cha, +0 class, +1 misc, +3 feat)
  35.  
  36. Hit Points =========================================================
  37. Max HP 209
  38. Bloodied 104 (half HP)
  39. Surge value 52 (quarter HP)
  40. Surges/day 15
  41.  
  42. Resistances, Weaknesses, Current Effects
  43.  
  44.  
  45. Movement ===========================================================
  46. Speed 6 squares (base 6, armor -0)
  47.  
  48. Senses =============================================================
  49. Passive Insight 26 (10 base, Skill +16)
  50. Passive Perception 31 (10 base, Skill +21)
  51.  
  52. Race Features ======================================================
  53.  
  54. Bonus At-Will Power: You know one extra at-will power from your class.
  55. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
  56. Bonus Skill: You gain training in one additional skill from your class skill list.
  57. Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
  58.  
  59.  
  60. Class/Path/Destiny Features ========================================
  61.  
  62.  
  63. Steel Defense Action:
  64. When you spend an action point to take an extra action, you also gain a +4 bonus to AC and Reflex defense until the start of your next turn.
  65. Steel Grace:
  66. When you charge with a light blade or a heavy blade that is not a polearm, you can use Containing Strike or Reaping Strike instead of your melee basic attack.
  67. Steel Blitz:
  68. When you score a critical hit with a light blade or a heavy blade, you regain the use of a fighter encounter power you’ve already used in the encounter.
  69. Combat Challenge
  70. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target
  71. is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark
  72. supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not
  73. include you, you can make a melee basic attack against that enemy as an immediate interrupt.
  74. Combat Superiority
  75. You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity
  76. attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
  77. Fighter Weapon Talent
  78. Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.
  79.  
  80. Skills =============================================================
  81. Acrobatics +25 (+20 Dex/half-level, +5 Trained)
  82. Arcana +16 (+16 Int/half-level)
  83. Athletics +28 (+23 Str/half-level, +5 Trained)
  84. Bluff +18 (+18 Cha/half-level)
  85. Diplomacy +18 (+18 Cha/half-level)
  86. Dungeoneering +21 (+16 Wis/half-level, +5 Trained)
  87. Endurance +20 (+20 Con/half-level)
  88. Heal +16 (+16 Wis/half-level)
  89. History +16 (+16 Int/half-level)
  90. Insight +16 (+16 Wis/half-level)
  91. Intimidate +18 (+18 Cha/half-level)
  92. Nature +16 (+16 Wis/half-level)
  93. Perception +21 (+16 Wis/half-level, +5 Trained)
  94. Religion +16 (+16 Int/half-level)
  95. Stealth +20 (+20 Dex/half-level)
  96. Streetwise +18 (+18 Cha/half-level)
  97. Thievery +20 (+20 Dex/half-level)
  98.  
  99. Feats ==============================================================
  100. Action Surge: +3 to attacks when you spend an action point
  101. Bloody Tenacity: +2 to all defenses when first bloodied
  102. Avenging Spirit: Gain action point when ally is reduced to 0 or fewer hp
  103. Great Fortitude: +2 to Fortitude defense
  104. Paragon Defenses: +1 to Fortitude, Reflex, and Will
  105. Epic Fortitude: +4 to Fortitude
  106. Action Rush: Shift 2 squares after spending action point
  107. Wicked Blade: Basic attack with heavy blade gains high crit property
  108. Versatile Talent: Gain Fighter Weapon Talent with both weapon types
  109. Durable: Increase number of healing surges by 2
  110. Weapon Focus: +1 damage with chosen weapon group [Heavy Blade]
  111. Heavy Blade Mastery: Critical hit with heavy blade melee attack roll of 19 or 20
  112. Triumphant Attack: Target at –2 to attacks and defenses after a critical hit
  113. Epic Resurgence: Regain encounter attack power on critical hit
  114. Allied Opportunity: Ally also attacks when you use Combat Challenge
  115. Robust Defenses: +2 to Fortitude, Reflex, and Will
  116. Unyielding Fortitude: +2 to Fortitude, +2 to death saving throws
  117. Superior Initiative: +8 bonus to initiative checks
  118. Overwhelming Critical: Target of your critical hit is also knocked prone
  119.  
  120.  
  121. Power Index ========================================================
  122. Check the box when the power is used.
  123. Clear the box when the power renews.
  124.  
  125. At-Will Powers
  126. Cleave
  127. At-Will * Martial, Weapon
  128. Standard Action Melee weapon
  129. Target: One creature
  130. Attack: Strength vs. AC
  131. Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier
  132.  
  133. Sure Strike
  134. At-Will * Martial, Weapon
  135. Standard Action Melee weapon
  136. Target: One creature
  137. Attack: Strength + 2 vs. AC
  138. Hit: 1[W] damage.
  139.  
  140. Reaping Strike
  141. At-Will * Martial, Weapon
  142. Standard Action Melee weapon
  143. Target: One creature
  144. Attack: Strength vs. AC
  145. Hit: 1[W] + Strength modifier damage.
  146. Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.
  147.  
  148.  
  149. Encounter Powers
  150. Reckless Strike [ ]
  151. Encounter * Martial, Weapon
  152. Standard Action Melee weapon
  153. Target: One creature
  154. Attack: Strength –2 vs. AC
  155. Hit: 3[W] + Strength modifier damage.
  156.  
  157. Scattering Swing [ ]
  158. Encounter * Martial, Weapon
  159. Standard Action Close burst 1
  160. Target: Each enemy in burst you can see
  161. Attack: Strength vs. AC
  162. Hit: 2[W] + Strength modifier damage, and you slide the target 1 square.
  163. Miss: You push the target 1 square.
  164.  
  165. Parry and Riposte [ ]
  166. Encounter * Martial, Weapon
  167. Immediate Reaction Melee weapon
  168. Trigger: An enemy misses you or an ally with a melee attack
  169. Target: The triggering enemy
  170. Attack: Strength vs. AC
  171. Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
  172.  
  173. Passing Attack [ ]
  174. Encounter * Martial, Weapon
  175. Standard Action Melee weapon
  176. Primary Target: One creature
  177. Attack: Strength vs. AC
  178. Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.
  179. Secondary Target: One creature other than the primary target
  180. Secondary Attack: Strength + 2 vs. AC
  181. Hit: 1[W] + Strength modifier damage.
  182.  
  183. Fantastic Flourish [ ]
  184. Encounter * Martial
  185. Minor Action Ranged 5
  186. Requirement: You make a successful melee attack with a light blade or heavy blade (not a polearm)
  187. Target: One enemy other than the one you just hit
  188. Effect: The target is marked until the end of your next turn.
  189.  
  190. Precision Cut [ ]
  191. Encounter * Martial, Weapon
  192. Standard Action (Special) Melee weapon
  193. Special: This power can be used as an opportunity attack.
  194. Target: One creature
  195. Attack: Strength vs. Reflex
  196. Hit: 3[W] + Strength modifier damage.
  197.  
  198.  
  199. Daily powers
  200. Victorious Surge [ ]
  201. Daily * Healing, Martial, Reliable, Weapon
  202. Standard Action Melee weapon
  203. Target: One creature
  204. Attack: Strength vs. AC
  205. Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge
  206.  
  207. Gale of Steel [ ]
  208. Daily * Martial, Weapon
  209. Standard Action Close burst 1
  210. Target: Each enemy in burst you can see
  211. Attack: Strength vs. AC
  212. Hit: 2[W] + Strength modifier damage.
  213. Weapon: If you’re wielding a heavy blade or a light blade, the attack deals extra damage equal to your Dexterity modifier.
  214. Effect: You can shift 1 square and repeat the attack against any enemy you haven’t already hit with the attack
  215.  
  216. Dizzying Blow [ ]
  217. Daily * Martial,Reliable,Weapon
  218. Standard Action Melee weapon
  219. Target: One creature
  220. Attack: Strength vs. AC
  221. Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
  222.  
  223. No Mercy [ ]
  224. Daily * Martial, Reliable, Weapon
  225. Standard Action Melee weapon
  226. Target: One creature
  227. Attack: Strength vs. AC
  228. Hit: 7[W] + Strength modifier damage.
  229.  
  230.  
  231. Utility powers
  232. Unstoppable [ ]
  233. Daily * Healing, Martial
  234. Minor Action Personal
  235. Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
  236.  
  237. Unbreakable [ ]
  238. Encounter * Martial
  239. Immediate Reaction Personal
  240. Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier
  241.  
  242. Fighter's Grit [ ]
  243. Encounter * Martial
  244. Minor Action Personal
  245. Effect: Until the end of your next turn, you ignore the effects of the dazed, immobilized, slowed, and weakened conditions.
  246.  
  247. Bolstering Strike [ ]
  248. Encounter * Martial
  249. Move Action Personal
  250. Effect: You can move your speed, ending in a space adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier.
  251.  
  252. Strength from Pain [ ]
  253. Daily * Martial
  254. Minor Action Personal
  255. Requirement: You must be bloodied.
  256. Effect: You gain a +4 power bonus to melee damage rolls, Athletics checks, and Endurance checks until the end of the encounter or until you are no longer bloodied.
  257.  
  258. No Surrender [ ]
  259. Daily * Healing, Martial
  260. Immediate Reaction Personal
  261. Trigger: Your hit points drop to 0 or lower
  262. Effect: You regain enough hit points to bring you to one-half your maximum hit points. However, you take a –2 penalty to attack rolls until the end of the encounter
  263.  
  264. Iron Warrior [ ]
  265. Daily * Healing, Martial
  266. Minor Action Personal
  267. Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and make a saving throw against one effect that a save can end.
  268.  
  269.  
  270.  
  271.  
  272. Equipment ==========================================================
  273. Adventurer's Kit
  274. Jouneybread
  275.  
  276. Legendary Bastard Sword (+6 Prof, 1d10, Versatle)
  277. Enhancement: Attack rolls and damage rolls
  278. Critical: +1d6 damage per plus
  279. Power (Daily): Free Action. Use this power when you score a critical hit. Take a standard action.
  280.  
  281. Veteran's Hide Armour +4
  282. Enhancement: AC
  283. Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
  284. Power (Daily): Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power
  285.  
  286. Boots of Speed
  287. Property: Gain a +2 item bonus to speed.
  288. Power (Daily): Minor Action. Take a move action.
  289.  
  290. Cap of Focus
  291. Property: Gain a +5 item bonus to saving throws against effects that make you dazed and/or stunned.
  292. Power (Daily): Immediate Interrupt. Use this power when an attack would make you dazed or stunned. Spend a healing surge to not be dazed or stunned by that attack.
  293.  
  294.  
  295. Coins and Other Wealth =============================================
  296. 1000 gold pieces
  297.  
  298. Languages Known ====================================================
  299. Common
  300.  
  301. Rituals ============================================================
  302. N/A
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