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Old 31st May 2009, 05:07 AM   #8 (permalink)
The Digger
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Join Date: Jul 2008
Location: Liverpool UK
Posts: 826
The Digger Goblin Sharpshooter (Lvl 2)
Henry Butcher
Human Fighter - Level 3
Great Weapon style
Good

Ability scores and modifiers (inc level)
Str 18 +5
Con 13 +2
Dex 14 +3
Int 8 +0
Wis 14 +3
Cha 10 +1

Stats
HP: 45
Bloodied: 22
Surges: 10 (@ 11)
Initiative: + 6
Speed: 5
Senses: Normal
Passive Perception: 13
Passive Insight: 13

Defences (inc level)
AC: 19 (11+Screaming Scale Armour (+1) 8)
Fortitude: 19 (11+Str 4+class 2+ race 1 + amulet 1)
Reflex : 15 (11+Dex 2+race 1 + amulet 1)
Will : 15 (11 +Wis 2 + race 1 + amulet 1)

Skills
Acrobatics +2 Arcana -1 Athletics +9 (T)
Bluff +0 Diplomacy +0 Dungeoneering +2
Endurance +6 (T) Heal +2 History -1
Insight +2 Intimidate +5 (T) Nature +2
Perception +2 Religion -1 Stealth +2
Streetwise +0 Thievery +2


Feats
Toughness
Action surge
Improved initiative

Melee basic attack:
str 4 + prof 2 + 1 Talent + 1 enhancement + 1 level = +9 vs AC:
Damage 1d10 + 5

Ranged basic attack: Javelin
Str +4 + prof 2 +1 enhancement + 1 level = +8 vs AC
Damage 1d6+5

At Will
Reaping Strike: Weapon: Standard action: Melee weapon:
Target - one creature
Strength v AC: (+4+2+1+1+1 = +9)
Hit: 1d10+ 5
On Miss: target takes 4 damage (Str mod)


Cleave: Weapon: Standard action: Melee weapon:
Target - one creature
Strength v AC: (+4+2+1+1+1 = +9)
Hit: 1d10+ 5
Adjacent enemy takes 4 damage (Str Mod)


Brash Strike
Weapon: Standard action: Melee weapon:
Target - one creature
Strength +2 vs AC: (+6+2+1+1+1 = +11)
Hit: 1d10 +6
Weapon: With axe, hammer or mace extra damage equal to Con Mod
I grant Combat Advantage to the target till start of my next turn

Encounter
Steel Serpent Strike: Weapon: Standard action: Melee weapon:
Target - one creature
Strength v AC: (+4+2+1+1+1 = +9)
Hit: 2d10+ 5
Target is slowed and cannot shift until the end of my next turn.

Sweeping Blow: Weapon: Standard action: Melee weapon:
Close Burst 1: Target = each enemy I can see.
Attack: Strength vs AC (+4+2+1+1+1+2 = +11)
Weapon: If wielding an axe...etc, gain attack bonus pf half str mod.
Hit: 1d10+5

Daily
Villains menace
Weapon: Standard action: Melee weapon:
Target - one creature
Strength v AC: (+4+2+1+1+1 = +9)
Hit: 2d10+ 5 & gain +2 power bonus to attack rolls and
+4 power bonus to damage rolls vs target till end of the encounter.
Miss: Gain +1 power bonus and +2 power bonus to damage vs target
till end of encounter


Utility
Boundless Endurance
Daily, Healing, Martial, Stance, Minor Action, Personal
Effect: Gain Regeneration 2+ Con mod (3) when I am bloodied


Magic Items
Level 2 Flesh Seeker Halberd +1
Crit 1d6
Power (Encounter): Free Action: Use when I hit an enemy with this weapon; I gain +1 power bonus on my next attack against that target with this weapon.

Level 2 Screaming scale armour +1
Property: Gain a bonus to Intimidate checks equal to the armour enhancement (+1)
Power (Encounter): (Fear); Minor action: An enemy within 5 squares of me takes a -2 penalty to attack rolls until the end of my next turn.

Level 2 Amulet of Mental Resolve +1
Enhancement: Fort, Ref and Will
Property: Gain a +2 item bonus to saving throws against effects with the charm, illusion or Sleep keyword.

+1 Distance Javelin Range 15/30 (No crit value)

Background: Haunted veteran
Once per encounter I can re-roll a failed saving throw against a Fear effect.

Adventurer’s kit
3 healing potions

Last edited by The Digger; 3rd June 2009 at 03:35 AM.. Reason: added level bonus to passive senses
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