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Old 5th November 2008, 10:48 PM   #7 (permalink)
Charwoman Gene
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Charwoman Gene Orc Berserker (Lvl 4)
Dagran - Partial

status
Dagran 65/119(59)[15/15(33)]; AC: 30; F/R/W: 25/21/21; AP 1; SW
Encounter Abilities-
-Bell Ringer Fighter Attack 1 (MP,p.7) [Standard Action]
-Crushing Blow Fighter Attack 3 Standard Action Melee weapon
-Come and Get It Fighter Attack 7 Standard Action Close burst 3
-Inexorable Advance Dreadnought Attack 11 Standard Action Melee weapon
-Unbreakable Fighter Utility 6 Immediate Reaction Personal
-Into the Fray Fighter Utility 10 Minor Action Personal
Daily Abilities-
-Brute Strike Fighter Attack 1 Standard Action Melee weapon
-Cometfall Charge Fighter Attack 5(MP,p.11) Standard Action (Charge) Melee weapon
-Shift the Battlefield Fighter Attack 9 Standard Action Close burst 1 (enemies0
-Resounding Weapon Free Action
-Unstoppable Fighter Utility 2 Minor Action Personal
-Blood Iron Dreadnought Utility 12 Immediate Reaction Personal

summary
Dagran Clanless - Dwarf Fighter 12 (Dreadnought)

Strength 20 (+5) Constitution 18 (+4) Dexterity 15 (+2)
Intelligence 11 (+0) Wisdom 15 (+2) Charisma 9 (-1)

Defenses:
AC: 30* Fort: 25 Ref: 21 Will: 21
*+1/Milestone (Armor)

Initiative: +8 Speed: 5

Senses: Vision: Low-Light; Passive Perception: 18; Passive Insight: 18

Hit Points:119[59] Healing Surges: 15


Dagran Clanless
Dwarf
Fighter 12 (Dreadnought)

Strength 20 (+5)
Constitution 18 (+4)
Dexterity 15 (+2)
Intelligence 11 (+0)
Wisdom 15 (+2)
Charisma 9 (-1)

Initiative: +8

Defenses:
AC: 30*
Fort: 25
Ref: 21
Will: 21
*+1/Milestone (Armor)

Speed: 5

Senses:
Vision: Low-Light
Passive Perception: 18
Passive Insight: 18

Languages:
Common
Dwarven

Hit Points:119
Bloodied:59
HP/Surge: 33*
Healing Surges: 15
*37 while bloodied - belt of blood

Skills:
Athletics 14
Endurance 15
Intimidate 10
Dungeoneering 8
Perception 8
Insight 8

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.

Basic Attacks
Maul +17/2d6+12
att +17
dmg 2d6+12
Crit: 24+3d6 Thunder
Hand Axe +14/1d6+9 (5/10)
att +14
dmg d6+9
crit: 15+2d6
range 5/10

OA: +19/2d6+12; Stop Movement
CC: +19/2d6+16
Charge: +17/2d6+14

Features, skills, feats, powers
Racial 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.
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. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Class Features:
TWO-HANDED WEAPON TALENT
When using a two-handed weapon, you gain a +1 bonus to attack rolls.
Dreadnought Path Features
Dreadnought Action (11th level): When you
spend an action point to make an attack, you gain
resist 10 to all damage until the start of your next turn.
Unfailing Resources (11th level): Your maximum
hit point value increases by 10.
As a free action, you can take 10 damage to save
automatically against an effect that a save can end.
You must have at least 10 hit points to use this ability,
and you can’t reduce this damage by any means.

Feats:
Dwarven Weapon Training: +2 damage with axes and hammers.
Potent Challenge: Combat Challenge attacks, +4 Damage (Con)
Toughness: +10 hp (5/tier)
Powerful Charge: Charge, +2 damage, +2 bull rush.
Armor Proficiency-Plate
Armor Specialization-Plate: +1 Feat bonus AC
Dwarven Durability: +2 healing surges; +4 hsv(Con)
Hammer Rhythm: +4 damage(Con) on complete misses

Equipment
Meliorating Gith Plate Armor +3 (AV,p.47)
Amulet of Protection +3
Resounding Maul +3 (PH,p.236)
Magic Handaxe +2 (2)
Iron Armbands of Power (heroic tier)(AV,p.117)
Boots of Eagerness (heroic tier)(AV,p.126)
Belt of Blood (heroic tier)(AV,p.164)


powers
Powers
At-Wills

Brash Strike Fighter Attack 1 (MP,p.7)
Standard Action Melee weapon
Attack: +19/2d6+16 vs.AC
Effect: You grant combat advantage to the target until the
start of your next turn.

Crushing Surge Fighter Attack 1 (MP,p.7)
Standard Action Melee weapon
Attack: +17/2d6+12
Hit: Invigorating (+4thp)

Unfailing Resources Dreadnought 11 (MP,p.25)
Free Action Personal
Effect: Take 10 damage. Save automatically against an effect that a save can end.
You must have at least 10 hit points to use this ability, and you can’t reduce this damage by any means.

Encounter

Bell Ringer Fighter Attack 1 (MP,p.7)
Standard Action Melee weapon
Attack: +17/ 4 vs. Fortitude
Hit: The target is dazed until the end of your next turn. Invigorating (+4thpcon)

Crushing Blow Fighter Attack 3
Standard Action Melee weapon
Attack: +17/4d6+16 vs. AC

Come and Get It Fighter Attack 7
Standard Action Close burst 3
Target: Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that
cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.
Attack: +17/2d6+12 vs. AC

Inexorable Advance Dreadnought Attack 11
Standard Action Melee weapon
Targets: One or two creatures
Effect: You can shift 1 square before each attack.
Attack: +17/2d6+16 vs. AC, two attacks
Hit: Invigorating (+4thpcon)

Unbreakable Fighter Utility 6
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 9.

Into the Fray Fighter Utility 10
Minor Action Personal
Effect: Move 3 squares, as long as you end adjacent to an enemy.

Daily

Brute Strike Fighter Attack 1
Standard Action Melee weapon
Attack: +17/6d6+12 vs. AC
Miss: Reliable

Cometfall Charge Fighter Attack 5(MP,p.11)
Standard Action (Charge) Melee weapon
Attack: +17/6d6+18 vs. AC
Miss: Half damage.

Shift the Battlefield Fighter Attack 9
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: +17/4d6+12 vs. AC
Hit: You slide the target 1 square.
Miss: Half damage.

Resounding Weapon
Free Action
Trigger: you hit with the weapon.
Effect: The target is dazed until the end of your next turn.

Unstoppable Fighter Utility 2
Minor Action Personal
Effect: 2d6+4 thp.

Blood Iron Dreadnought Utility 12
Immediate Reaction Personal
Trigger: You become bloodied
Effect: Resist 5 to all damage until the end of the encounter.

Background:
Dagran is a solidly built bronze-skinned dwarf, with a deep black beard. His head is shaved, and he wears meticulously fit scale armor subly marked with element of the symbols of the City he lives for. Dagran was orphaned when his parents dies in a mining accident. Raised till the age of 10 by a city guardsman who took pity on him, he placed his heart into repaying the city and his foster father, who dedicated his life to Undhil's service. He left once, at 10 to join the Dwarves, but he did not work in their society. He returned to Undhil, and has had a notable career as a valuable too for destruction of Undhil's enemies. Dagran is convinced to his bones that he will die protecting his city, and despite his best efforts, he is yet unsuccessful in this.

stats with math
Dagran Clanless
Dwarf
Fighter 12 (Dreadnought)

Strength 20 (+5)
Constitution 18 (+4)
Dexterity 15 (+2)
Intelligence 11 (+0)
Wisdom 15 (+2)
Charisma 9 (-1)

Initiative: +8 (2dex+6lvl)

Defenses:
AC: 30*=10+6lvl+1aspecfeat+10armor+3enhance
Fort: 25=10+6lvl+4con+2 Ftr+3enhance??
Ref: 21=10+6lvl+2(dex)+3enhance
Will: 21=10+6lvl+2wis+3enhance
*+1/Milestone (Armor)

Speed: 5

Senses:
Vision: Low-Light
Passive Perception: 18
Passive Insight: 18

Languages:
Common
Dwarven

Hit Points:119=99+10PP+10toughness
Bloodied:59
HP/Surge: 33*=29(+4conDD)
Healing Surges: 15=9+4Con+2Dwarv Duarbl
*37=33+4Con while bloodied - belt of blood

Skills:
Athletics 14=+5str+6lvl+5trained-2plate
Endurance 15=+4con+6lvl+2 Dwarf+5trained-2plate
Intimidate 10=+6lvl-1cha+5trained
Dungeoneering 8=+0int+6lvl+2 Dwarf
Perception 8=+6lvl+2wis
Insight 8=+6lvl+2wis

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.

Basic Attacks
Maul +17/2d6+12
att +17=+5str+6lvl+2prof+3enh+1ftr
dmg 2d6+12=+5str+2dwt+3enh+2item
Crit: 24+3d6 Thunder
Hand Axe +14/1d6+9 (5/10)
att +14=+5str+6lvl+2prof+2enh
dmg d6+9=+5str+2dwt+2enh
crit: 15+2d6
range 5/10

OA: +19/2d6+12; Stop Movement
CC: +19/2d6+16
Charge: +17/2d6+14

Racial 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.
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. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Class Features:
TWO-HANDED WEAPON TALENT
When using a two-handed weapon, you gain a +1 bonus to attack rolls.
Dreadnought Path Features
Dreadnought Action (11th level): When you
spend an action point to make an attack, you gain
resist 10 to all damage until the start of your next turn.
Unfailing Resources (11th level): Your maximum
hit point value increases by 10.
As a free action, you can take 10 damage to save
automatically against an effect that a save can end.
You must have at least 10 hit points to use this ability,
and you can’t reduce this damage by any means.

Feats:
Dwarven Weapon Training: +2 damage with axes and hammers.
Potent Challenge: Combat Challenge attacks, +4 Damage (Con)
Toughness: +10 hp (5/tier)
Powerful Charge: Charge, +2 damage, +2 bull rush.
Armor Proficiency-Plate
Armor Specialization-Plate: +1 Feat bonus AC
Dwarven Durability: +2 healing surges; +4 hsv(Con)
Hammer Rhythm: +4 damage(Con) on complete misses

Equipment
Meliorating Gith Plate Armor +3 (AV,p.47)
Amulet of Protection +3
Resounding Maul +3 (PH,p.236)
Magic Handaxe +2 (2)
Iron Armbands of Power (heroic tier)(AV,p.117)
Boots of Eagerness (heroic tier)(AV,p.126)
Belt of Blood (heroic tier)(AV,p.164)

Powers/Options

At-Wills

Brash Strike Fighter Attack 1 (MP,p.7)
Standard Action Melee weapon
Attack: +19/2d6+16 vs.AC
Effect: You grant combat advantage to the target until the
start of your next turn.

Crushing Surge Fighter Attack 1 (MP,p.7)
Standard Action Melee weapon
Attack: +17/2d6+12
Hit: Invigorating (+4thpcon)

Unfailing Resources Dreadnought 11 (MP,p.25)
Free Action Personal
Effect: Take 10 damage. Save automatically against an effect that a save can end.
You must have at least 10 hit points to use this ability, and you can’t reduce this damage by any means.

Encounter

Bell Ringer Fighter Attack 1 (MP,p.7)
Standard Action Melee weapon
Attack: +17/0+4con vs. Fortitude
Hit: The target is dazed until the end of your next turn. Invigorating (+4thpcon)

Crushing Blow Fighter Attack 3
Standard Action Melee weapon
Attack: +17/4d6+16 vs. AC

Come and Get It Fighter Attack 7
Standard Action Close burst 3
Target: Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that
cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.
Attack: +17/2d6+12 vs. AC

Inexorable Advance Dreadnought Attack 11
Standard Action Melee weapon
Targets: One or two creatures
Effect: You can shift 1 square before each attack.
Attack: +17/2d6+16 vs. AC, two attacks
Hit: Invigorating (+4thpcon)

Unbreakable Fighter Utility 6
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 9.

Into the Fray Fighter Utility 10
Minor Action Personal
Effect: Move 3 squares, as long as you end adjacent to an enemy.

Daily

Brute Strike Fighter Attack 1
Standard Action Melee weapon
Attack: +17/6d6+12 vs. AC
Miss: Reliable

Cometfall Charge Fighter Attack 5(MP,p.11)
Standard Action (Charge) Melee weapon
Attack: +17/6d6+18 vs. AC
Miss: Half damage.

Shift the Battlefield Fighter Attack 9
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: +17/4d6+12 vs. AC
Hit: You slide the target 1 square.
Miss: Half damage.

Resounding Weapon
Free Action
Trigger: you hit with the weapon.
Effect: The target is dazed until the end of your next turn.

Unstoppable Fighter Utility 2
Minor Action Personal
Effect: 2d6+4 thp.

Blood Iron Dreadnought Utility 12
Immediate Reaction Personal
Trigger: You become bloodied
Effect: Resist 5 to all damage until the end of the encounter.

Background:
Dagran is a solidly built bronze-skinned dwarf, with a deep black beard. His head is shaved, and he wears meticulously fit scale armor subly marked with element of the symbols of the City he lives for. Dagran was orphaned when his parents dies in a mining accident. Raised till the age of 10 by a city guardsman who took pity on him, he placed his heart into repaying the city and his foster father, who dedicated his life to Undhil's service. He left once, at 10 to join the Dwarves, but he did not work in their society. He returned to Undhil, and has had a notable career as a valuable too for destruction of Undhil's enemies. Dagran is convinced to his bones that he will die protecting his city, and despite his best efforts, he is yet unsuccessful in this.
__________________
PbP
Scales of War DM
24-4e Dagran

Last edited by Charwoman Gene; 29th April 2009 at 01:35 PM..
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