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Old 9th January 2009, 04:27 AM   #3 (permalink)
Scotley
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Join Date: Apr 2003
Location: Memphis, TN
Posts: 11,650
Scotley Goblin Sharpshooter (Lvl 2)
Basher 7 Warforged Fighter (Battlerager build from Martial Power)

Str. 18 (+2 race)
Con. 16 (+2 race)
Dex. 12
Int. 10
Wis. 13
Cha. 11

HP: 31 Bloodied 16 Healing Surges 9+3Con (8)
AC: 19 Fort: 16 Reflex: 13 Will: 12 +2 saves vs. ongoing damage
Speed: 6 (-1 chainmail)
Vision: Normal Passive Perception: 17
Size: Medium (6'4" 282#)
Passive Insight: 11

Class Features
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude

Battlerager Vigor: Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).
When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.

Combat Challenge: In combat, it’s dangerous to ignore a fighter. 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.

Skills
Endurance+5trained+2race+3con*
Athletics+5trained+4str*
Intimidate+5trained+2race
Perception+5trained+1wis+1Background
Acrobatics+1dex*
Insight+1wis

*-1 check penalty for chainmail, -2 check penalty for heavy shield

Languages
Common
Elven (background bonus)

Feats
Weapon Proficiency--Craghammer

At Will Exploits

Brash Strike Fighter Attack 1
With a battle cry, you throw your whole body behind your attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Effect: You grant combat advantage to the target until the
start of your next turn.

Crushing Surge Fighter Attack 1
The feel of your weapon crunching against the enemy puts your heart back in the fight.
At-Will ✦ Invigorating*, 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.

* Invigorating: If you are trained in the Endurance skill, you gain temporary hit points equal to your Constitution modifier when you hit with a power that has this keyword. No invigorating power grants temporary hit points more than once per turn, even if you hit more than once with the power or use more than one power with the invigorating keyword in a round.

Basic Attack
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Ranged attack
Standard Action Heavy Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Encounter Exploits

Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
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.

Warforged Resolve Warforged Racial Power
You might be bloodied, but the battle is far from over!
Encounter
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: You gain a number of temporary hit points equal to 3+ one-half your level.

Daily Exploits

Knee Breaker Fighter Attack 1
By smashing into your opponent’s legs, you make even the thought of moving painful for him.
Daily ✦ Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is not slowed or immobilized.

Utility Exploits
Pending Level2

Gear:
Chainmail +6 –1 check –1 speed 40gp 40 lb.
Heavy shield +2 –2 check 10gp 15 lb. [attached component]
3x Throwing hammer +2 1d6 5/10 5 gp 2 lb. Hammer Off-hand, heavy thrown
Craghammer +2 d10 — 20 gp 6 lb. Hammer Brutal 2, versatile

Backpack (empty) 2 gp 2 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
4x Sunrods 2 gp 2 lb. [attached component]

Coins:
1 gp 9 sp 10 cp

Basic Warforged info

Racial Traits
average Height: 6'0"–6'6"
average Weight: 270–300 lb.
ability scores: +2 Strength, +2 Constitution
size: Medium
speed: 6 squares
Vision: Normal
languages: Common
skill Bonus: +2 Endurance, +2 Intimidate
construct: You have the construct keyword, so you are considered to be a construct for effects
that relate to that keyword.
living construct: As a living construct, you have the following traits:
✦ You gain a +2 bonus to saving throws against ongoing damage.
✦ You can us attached components and embedded components made for warforged (see
Equipment, page 32).
✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.
✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.
Warforged Mind: You gain a +1 racial bonus to your Will defense.
Warforged Resolve: You can use warforged resolve as an encounter power.


Appearance/Personality
Basher7 is a tall (6'4") construct of wood and metal. A occasional glimpse of steel cables and hoses can be seen at the joints as he moves. His head is shaped like that of a hammer. Some attempt at human-like features was made by his builders and he has eyebrows that move and his jaw is articulated to move up and down when he speaks. His grin however, is a skull like rictus on his fleshless face. His crystalline eyes glow with a soft blue light as he surveys his surroundings. The designers clearly had battle in mind. His form is draped with chainmail and a heavy shield with an embossed '7' is mounted to his left arm. A massive dwarven-style Craghammer with blunt face and rear facing spike is hung at his side. A bandoleer across his chest is hung with smaller versions of the hammer balanced for throwing. Basher7 was designed to take incredible damage in battle and continue to function. His body is filled with redundant systems and self-repair capability. Despite his coldly efficient fighting form, Basher7 is often childlike in personality. He constructed as an adult, but is only a few years old and relatively inexperienced with the world. He is often fascinated with novel sites and experiences and may stop to examine things others find mundane. He is also given to asking questions about biological functions and may stare at inappropriate times such as when people are engage in such functions.

History/Background: Basher7 began his existence in a Thayan mage factory at the dawn of the conflict with Aglarond. The factory was destroyed and the nearly complete Basher7 was found by Aglarondian troops. The neighboring Basher 5, Basher6 and Basher8 were damaged beyond repair. Basher1 though Basher4 had already left the factory to join Thayan forces and Basher7 sometimes wonders what happened to them. Not knowing what else to do Basher7 joined his rescuers without really understanding that they were the enemies of his creators. As the Aglarondian forces were defeated, Basher7 returned home with them to the fortress city of Glarondar. There he mastered his warrior programing and learned how to be a fighter. He also encountered the Thayan refugee community dedicated to freeing Thay from the undead. Basher7 isn't sure what to feel. Should he continue to serve Aglarond or join the refugees and fight to free Thay and perhaps connect with the other warforged of the Basher series. He has never been fully trusted by the Aglarondians. Restless and unsure of what to do he heard tales of troubles in Winterhaven. He has decided to postpone decisions about the future in favor of honing his warrior skills with a proper challenge.

Experience Points:
95 Kobold battle on the road
170 role play posts 270-272
242 2nd Kobold battle
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Last edited by Scotley; 14th November 2009 at 04:07 AM..
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