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- Name [Finn]
- Level [30]
- Class [Fighter]
- Paragon [Swordmaster]
- Epic [Eternal Defender]
- Race [Human]
- Size [M]
- Age [14]
- Gender [Male]
- Height [5'0"]
- Weight [100lbs]
- Alignment [Lawful Good]
- Deity [N/A]
- Total XP []
- Initiative =========================================================
- +20 (+5 Dex, +15 half level)
- Ability Scores =====================================================
- Strength......27 (+8) (+23 bonus + half level)
- Constitution..20 (+5) (+20 bonus + half level)
- Dexterity.....20 (+5) (+20 bonus + half level)
- Intelligence..12 (+1) (+16 bonus + half level)
- Wisdom........12 (+1) (+16 bonus + half level)
- Charisma......16 (+3) (+18 bonus + half level)
- Defenses ===========================================================
- AC 22 (10 base, +15 half level, +4 armor, +0 class, +0 misc, +0 feat)
- Fort 47 (10 base, +15 half level, +8 Str, +2 class, +1 misc, +11 feat)
- Ref 23 (10 base, +15 half level, +3 Dex, +0 class, +1 misc, +3 feat)
- Will 30 (10 base, +15 half level, +1 Cha, +0 class, +1 misc, +3 feat)
- Hit Points =========================================================
- Max HP 209
- Bloodied 104 (half HP)
- Surge value 52 (quarter HP)
- Surges/day 15
- Resistances, Weaknesses, Current Effects
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 26 (10 base, Skill +16)
- Passive Perception 31 (10 base, Skill +21)
- Race Features ======================================================
- Bonus At-Will Power: You know one extra at-will power from your class.
- Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
- Bonus Skill: You gain training in one additional skill from your class skill list.
- Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
- Class/Path/Destiny Features ========================================
- Steel Defense Action:
- 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.
- Steel Grace:
- 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.
- Steel Blitz:
- 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.
- Combat Challenge
- 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
- 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
- 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
- include you, you can make a melee basic attack against that enemy as an immediate interrupt.
- Combat Superiority
- You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity
- attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
- Fighter Weapon Talent
- Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.
- Skills =============================================================
- Acrobatics +25 (+20 Dex/half-level, +5 Trained)
- Arcana +16 (+16 Int/half-level)
- Athletics +28 (+23 Str/half-level, +5 Trained)
- Bluff +18 (+18 Cha/half-level)
- Diplomacy +18 (+18 Cha/half-level)
- Dungeoneering +21 (+16 Wis/half-level, +5 Trained)
- Endurance +20 (+20 Con/half-level)
- Heal +16 (+16 Wis/half-level)
- History +16 (+16 Int/half-level)
- Insight +16 (+16 Wis/half-level)
- Intimidate +18 (+18 Cha/half-level)
- Nature +16 (+16 Wis/half-level)
- Perception +21 (+16 Wis/half-level, +5 Trained)
- Religion +16 (+16 Int/half-level)
- Stealth +20 (+20 Dex/half-level)
- Streetwise +18 (+18 Cha/half-level)
- Thievery +20 (+20 Dex/half-level)
- Feats ==============================================================
- Action Surge: +3 to attacks when you spend an action point
- Bloody Tenacity: +2 to all defenses when first bloodied
- Avenging Spirit: Gain action point when ally is reduced to 0 or fewer hp
- Great Fortitude: +2 to Fortitude defense
- Paragon Defenses: +1 to Fortitude, Reflex, and Will
- Epic Fortitude: +4 to Fortitude
- Action Rush: Shift 2 squares after spending action point
- Wicked Blade: Basic attack with heavy blade gains high crit property
- Versatile Talent: Gain Fighter Weapon Talent with both weapon types
- Durable: Increase number of healing surges by 2
- Weapon Focus: +1 damage with chosen weapon group [Heavy Blade]
- Heavy Blade Mastery: Critical hit with heavy blade melee attack roll of 19 or 20
- Triumphant Attack: Target at –2 to attacks and defenses after a critical hit
- Epic Resurgence: Regain encounter attack power on critical hit
- Allied Opportunity: Ally also attacks when you use Combat Challenge
- Robust Defenses: +2 to Fortitude, Reflex, and Will
- Unyielding Fortitude: +2 to Fortitude, +2 to death saving throws
- Superior Initiative: +8 bonus to initiative checks
- Overwhelming Critical: Target of your critical hit is also knocked prone
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Cleave
- At-Will * Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier
- Sure Strike
- At-Will * Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength + 2 vs. AC
- Hit: 1[W] damage.
- Reaping Strike
- At-Will * Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage.
- Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.
- Encounter Powers
- Reckless Strike [ ]
- Encounter * Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength –2 vs. AC
- Hit: 3[W] + Strength modifier damage.
- Scattering Swing [ ]
- Encounter * Martial, Weapon
- Standard Action Close burst 1
- Target: Each enemy in burst you can see
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier damage, and you slide the target 1 square.
- Miss: You push the target 1 square.
- Parry and Riposte [ ]
- Encounter * Martial, Weapon
- Immediate Reaction Melee weapon
- Trigger: An enemy misses you or an ally with a melee attack
- Target: The triggering enemy
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
- Passing Attack [ ]
- Encounter * Martial, Weapon
- Standard Action Melee weapon
- Primary Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.
- Secondary Target: One creature other than the primary target
- Secondary Attack: Strength + 2 vs. AC
- Hit: 1[W] + Strength modifier damage.
- Fantastic Flourish [ ]
- Encounter * Martial
- Minor Action Ranged 5
- Requirement: You make a successful melee attack with a light blade or heavy blade (not a polearm)
- Target: One enemy other than the one you just hit
- Effect: The target is marked until the end of your next turn.
- Precision Cut [ ]
- Encounter * Martial, Weapon
- Standard Action (Special) Melee weapon
- Special: This power can be used as an opportunity attack.
- Target: One creature
- Attack: Strength vs. Reflex
- Hit: 3[W] + Strength modifier damage.
- Daily powers
- Victorious Surge [ ]
- Daily * Healing, Martial, Reliable, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge
- Gale of Steel [ ]
- Daily * Martial, Weapon
- Standard Action Close burst 1
- Target: Each enemy in burst you can see
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier damage.
- Weapon: If you’re wielding a heavy blade or a light blade, the attack deals extra damage equal to your Dexterity modifier.
- Effect: You can shift 1 square and repeat the attack against any enemy you haven’t already hit with the attack
- Dizzying Blow [ ]
- Daily * Martial,Reliable,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
- No Mercy [ ]
- Daily * Martial, Reliable, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 7[W] + Strength modifier damage.
- Utility powers
- Unstoppable [ ]
- Daily * Healing, Martial
- Minor Action Personal
- Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
- Unbreakable [ ]
- Encounter * Martial
- Immediate Reaction Personal
- Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier
- Fighter's Grit [ ]
- Encounter * Martial
- Minor Action Personal
- Effect: Until the end of your next turn, you ignore the effects of the dazed, immobilized, slowed, and weakened conditions.
- Bolstering Strike [ ]
- Encounter * Martial
- Move Action Personal
- 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.
- Strength from Pain [ ]
- Daily * Martial
- Minor Action Personal
- Requirement: You must be bloodied.
- 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.
- No Surrender [ ]
- Daily * Healing, Martial
- Immediate Reaction Personal
- Trigger: Your hit points drop to 0 or lower
- 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
- Iron Warrior [ ]
- Daily * Healing, Martial
- Minor Action Personal
- 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.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Legendary Bastard Sword (+6 Prof, 1d10, Versatle)
- Enhancement: Attack rolls and damage rolls
- Critical: +1d6 damage per plus
- Power (Daily): Free Action. Use this power when you score a critical hit. Take a standard action.
- Veteran's Hide Armour +4
- Enhancement: AC
- 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.
- 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
- Boots of Speed
- Property: Gain a +2 item bonus to speed.
- Power (Daily): Minor Action. Take a move action.
- Cap of Focus
- Property: Gain a +5 item bonus to saving throws against effects that make you dazed and/or stunned.
- 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.
- Coins and Other Wealth =============================================
- 1000 gold pieces
- Languages Known ====================================================
- Common
- Rituals ============================================================
- N/A
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