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- Name [Rayther]
- Level [3]
- Class [Warlord]
- Paragon []
- Race [Barelbi]
- Size [M]
- Age [53]
- Gender [Male]
- Height [5'7'']
- Weight [235 lbs]
- Alignment [Unaligned]
- Deity []
- Total XP [2800]
- Initiative =========================================================
- +2 (+1 Dex, +1 half level)
- Ability Scores =====================================================
- Strength......18 (+5) (+4 bonus +1 half level)
- Constitution..14 (+3) (+2 bonus +1 half level)
- Dexterity.....10 (+1) (+0 bonus +1 half level)
- Intelligence..14 (+3) (+2 bonus +1 half level)
- Wisdom........11 (+1) (+0 bonus +1 half level)
- Charisma......13 (+2) (+0 bonus +1 half level)
- Defenses ===========================================================
- AC 18 (10 base, +1 half level, +7 armor, +0 class, +0 misc, +0 feat)
- Fort 16 (10 base, +1 half level, +4 Str, +1 class, +0 misc, +0 feat)
- Ref 13 (10 base, +1 half level, +2 Int, +0 class, +0 misc, +0 feat)
- Will 13 (10 base, +1 half level, +1 Cha, +1 class, +0 misc, +0 feat)
- Hit Points =========================================================
- Max HP 31
- Bloodied 15 (half HP)
- Surge value 07 (quarter HP)
- Surges/day 0
- Resistances, Weaknesses, Current Effects
- Resist 5 Psychic, Force reroll on Charm effects
- Movement ===========================================================
- Speed 0 squares (base 0, armor -0)
- Senses =============================================================
- Passive Insight 00 (10 base, Skill +0)
- Passive Perception 00 (10 base, Skill +0)
- Race Features ======================================================
- Simple: Buffs and debuffs have double their normal effect on you.
- Unaware: You have an innate +5 resist to all attacks with the Psionic keyword. Also, if an enemy makes an attack on you with the Charm effect, you may reroll its attack roll once and use that number.
- Secret Power: You can use the Secret Power racial power.
- Secret Power - Barelbi Racial Power
- ‘Summoning the dark energy inside you, you release a black burst from your body toward your foes.’
- Encounter - Fire
- Minor Action Close Blast 3
- Targets: All creatures 3 squares in front and adjacent
- Attack: Str vs. Will
- Hit: 1d8 + Str mod damage
- Increase to 2d8 + Str mod damage at the 11th level, and increase to 3d8 + Str mod damage at the 21st level.
- Special: When you create your character, choose either Constitution or Strength as the ability score you make attacks with. This may not be changed.
- Special: When you create your character, choose either Force, Lightning or Fire as a damage type. This may not be changed.
- Class/Path/Destiny Features ========================================
- Combat Leader: You and each ally that can see and hear you gain a +2 to Initiative
- Tactical Presence: When an ally you can see spends an action point to make an extra attack,
- the ally gains a bonus to their attack roll equal to one half of your Intelligence modifier.
- Inspiring Word Warlord Feature
- You call out to a wounded ally and offer inspiring words of courage
- and determination that helps that ally heal.
- Encounter (Special) ✦ Martial, Healing
- Special: You can use this power twice per encounter, but only
- once per round. At 16th level, you can use inspiring word
- three times per encounter.
- Minor Action Close burst 5
- (10 at 11th level, 15 at 21st level)
- Target: You or one ally in burst
- Effect: The target can spend a healing surge and regain an
- additional 1d6 hit points.
- The amount of additional hit points regained is 2d6 at 6th
- level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level,
- and 6d6 at 26th level.
- Skills =============================================================
- Acrobatics +1 (+0 Dex +1 half-level)
- Arcana +3 (+2 Int +1 half-level)
- Athletics +12 (+4 Str +1 half-level, +2 Racial, +5 trained)
- Bluff +2 (+1 Cha +1 half-level)
- Diplomacy +7 (+1 Cha +1 half-level, +5 trained)
- Dungeoneering +1 (+0 Wis +1 half-level)
- Endurance +8 (+2 Con +1 half-level, +5 trained)
- Heal +1 (+0 Wis +1 half-level)
- History +3 (+2 Int +1 half-level)
- Insight +1 (+0 Wis +1 half-level)
- Intimidate +7 (+1 Cha +1 half-level, +5 trained)
- Nature +1 (+0 Wis +1 half-level)
- Perception +1 (+0 Wis +1 half-level)
- Religion +3 (+2 Int +1 half-level)
- Stealth +1 (+0 Dex +1 half-level)
- Streetwise +2 (+1 Cha +1 half-level)
- Thievery +1 (+0 Dex +1 half-level)
- Feats ==============================================================
- Improved Tactics: Add 1 to the attack roll bonus granted by
- your Tactical Presence.
- Lend Might: When an ally makes an attack granted by
- one of your warlord powers to attack an enemy adjacent
- to you, that ally gains a +1 bonus to the attack roll.
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Viper’s Strike Warlord Attack 1
- You trick your adversary into making a tactical error that gives
- your comrade a chance to strike.
- At-Will ✦ Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage.
- Increase damage to 2[W] + Strength modifier at 21st level.
- Effect: If the target shifts before the start of your next turn,
- it provokes an opportunity attack from an ally of your
- choice.
- Commander’s Strike Warlord Attack 1
- With a shout, you command an ally to attack.
- At-Will ✦ Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: An ally of your choice makes a melee basic attack
- against the target
- Hit: Ally’s basic attack damage + your Intelligence modifier
- Encounter Powers
- Warlord’s Favor Warlord Attack 1
- With a calculated blow, you leave your adversary exposed to an
- imminent attack from one of your closest allies.
- Encounter ✦ Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier damage. One ally within 5
- squares of you gains a +2 power bonus to attack rolls
- against the target until the end of your next turn.
- Tactical Presence: The bonus to attack rolls that you grant
- equals 1 + your Intelligence modifier.
- Warlord’s Strike Warlord Attack 3
- One convincing cut is all you need to reveal the enemy’s weakness
- and spur your allies into finishing him off.
- Encounter ✦ Martial,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier damage. Until the end of your
- next turn, all of your allies gain a +2 bonus to damage rolls
- against the target.
- Inspiring Presence: The bonus to damage rolls equals 1 +
- your Charisma modifier.
- Daily powers
- Lead the Attack Warlord Attack 1
- Under your direction, arrows hit their marks and blades drive
- home.
- Daily ✦ Martial,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier damage. Until the end of the
- encounter, you and each ally within 5 squares of you gain
- a power bonus to attack rolls against the target equal to 1
- + your Intelligence modifier.
- Miss: Until the end of the encounter, you and each ally within
- 5 squares of you gain a +1 power bonus to attack rolls
- against the target.
- Utility powers
- Aid the Injured Warlord Utility 2
- Your presence is both a comfort and an inspiration.
- Encounter ✦ Healing, Martial
- Standard Action Melee touch
- Target: You or one adjacent ally
- Effect: The target can spend a healing surge.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Warhammer (1d12 + 5)
- Scale Armor (+7, -1 speed)
- Coins and Other Wealth =============================================
- 1000 gold pieces
- Languages Known ====================================================
- Common, Draconic
- Rituals ============================================================
- [name]:
- [effect]
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