| 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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