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Join Date: Jul 2004
Posts: 122
| Cian “Mad Rabbit” MacRae Human (“Dragonborn”) Warlord Good Age: 28, Height: 5’7’’, Weight: 175 lb. Languages: Common, one more. CS HP: 26 Bloodied: 13 Healing Surges: 9 Surge Value: 8 (dragonborn +2) Speed: 5 (-1 chainmail) Vision: Normal Passive Insight: 9 (wis-1) Passive Perception: 9 (wis-1) Initiate: +2 (combat leader +2) AC: 18 (chainmail +6, shield +1, birthright +1) Fort: 16 (Str +4, warlord +1, birthright +1) Reflex: 13 (int +1, shield +1, birthright +1) Will: 15 (cha +3, warlord +1, birthright +1) Abilities Str: 18 {+4} (dragonborn +2) Con: 14 {+2} Dex: 10 {+0} Int: 13 {+1} Wis: 8 {-1} Cha: 16 {+3} (dragonborn +2) Skills Acrobatics: -1 (armor -1) Arcana: +1 (int +1) Athletics: +8 (trained +5, str +4, armor -1) Bluff: +3 (cha +3) Diplomacy: +8(trained +5, cha +3) Dungeoniring: -1 (wis -1) Endurance: +6 (trained +5, con +2, armor -1) Heal: -1 (wis -1) History: +1 (int +1) Insight: -1 (wis -1) Intimidate: +10 (trained +5, cha +3, dragonborn +2) Nature: -1 (wis -1) Perception: -1 (wis-1) Religion: +1 (int +1) Stealth: -1 (armor -1) Streetwise: +3 (cha +3) Thievery: -1 (armor -1) Feats Dragonborn Frenzy: +2 to damage rolls when bloodied. (Next levels- inspiring presence, endurance, scale proficiency). Racial Features Dragonborn Fury: When bloodied gain +1 to attack. Draconic Heritage: Healing Surge Value = 1/4 hp +Con modifier. Dragon Breath Encounter Power. Class Features Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. Inspiring Presence: When an ally, who can see you, spend an action point to gain an extra action, that ally also regains 3 lost hit points. Inspiring Word 2/Enconter. Proficient with weapons: Simple Melee, Military Melee, Simple Ranged. Powers When Bloodied +1 to attack, +2 to damage. Basic Melee Attack: Longsword (melee weapon) +8 vs. AC, 1d8+5. Basic Ranged Attack: Javelin (range weapon) +7 vs. AC, 1d6+5, Range 10/20, Returning. Furious Smash: (melee weapon) +8 vs. Fort, 4 (str bonus only). Hit: One ally gain +3 power bonus to hit and damage on his next attack against the target, must use before end of his next turn. Wolf pack Tactics: (melee weapon) +8 vs. AC, 1d8+5. Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Dragon Breath: Minor Action, (Close blast 3, each creature in blast, lightning) +4 vs. reflex, 1d6+2. Guarding Attack: (melee weapon) +8 vs. AC, 2d8+5. Hit: one ally adjacent to either you or the target gains a +4 power bonus to AC against the target’s attacks until end of your next turn. Inspiring Word: Minor action, (Close burst 5, healing) ally or you spend healing surge, gain +1d6 hp. Can use 2/encounter but only 1/round. Bastion of Defense: (melee weapon) +8 vs. AC, 3d8+5. Hit: Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain 8 temporary hp. Birthright +1 chainmail +1 longsword +1 javelin +1 amulet of protection Equipment Gold: 18 Longsword Javelin Dagger Chainmail Light Shield Standard Adventurer’s Kit: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Last edited by Lukeworm; 30th November 2008 at 10:13 PM..
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