Male Human Barbaran/Fighter/Adroit Explorer/Eternal Defender 21
Initiative:+13; Senses Passive Insight 21; Passive Perception 27
HP:180; Bloodied:90; Healing Surge:45(50 if bloodied); Surges/d:13
AC:36; Fort:36; Ref:31; Will:28
Speed:6
Action Points:2
------------------------------------------------------------------
Jagged Greataxe +5(basic; standard; at-will) Weapon:
+27 vs AC; 2d12+20(23 when raging)
dmg.
Howling Strike (standard; at-will) Primal, Weapon:
+27 vs AC; 2d12+3d6+20(23 when raging)
dmg; can be used during a charge; move +2 squares during charge if raging.
Pressing Strike (standard, at-will) Primal, Weapon:
Shift 2 squares, even through enemies' squares; +27 vs AC; 2d12+20(23+1d6 when raging)
dmg and push 3 squares.
Recuperating Strike (standard, at-will) Primal, Weapon:
+27 vs AC; 2d12+2d6+20(23 when raging) and gain 5 temp hp(10 if raging).
Swift Charge (free action; encounter) Primal:
When your attack reduces an enemy to 0hp, you charge an enemy.
Tiger's Leap (move; encounter) Primal:
You make an Athletics check to jump with a +5 bonus. You are considered to have a running start and can move as far as the check allows.
Stonebreaker (minor; encounter) Primal:
Until the end of your next turn, you hain a +5 bonus to break objects, and deal double damage against objects.
Curtain of Steel (immediate reaction; encounter) Primal, Weapon:
After an adjacent enemy hits or misses you, +27 vs AC, 3d12+20(23 when raging)
dmg.
Destined for Greatness (no action, encounter) Healing:
When you fail a saving throw and are not dying, you reroll the saving throw with a +4 power bonus and can spend a healing surge.
Storm of Blades (standard; twice per encounter) Primal, Weapon:
+27 vs AC, 1d12+20(23 when raging)
dmg, if you hit repeat the attack against the same or a different target untill you miss, up to a total of 5 attacks.
Thunderfall (standard; encounter) Primal, Weapon:
+27 vs AC, 3d12+20(23 when raging)
dmg, push 3 squares and knock prone; you can use this power at the end of a charge, if you charge and hit with this power, you instead push the enemy 6 squares.
Student of the Sword Combat Surge (free action; daily) Primal:
If you miss with an attack while you are raging, you reroll that attack.
Oak Hammer Rage (standard; daily) Primal, Rage, Weapon:
+27 vs AC, 3d12+20(23 when raging)
dmg and knock prone; Miss:half damage; until the rage ends, when you hit an enemy, you knock him prone; if it's already prone, you deal 5 extra
dmg.
Thunderfury Rage (standard; daily) Primal, Rage, Weapon:
+27 vs AC, 3d12+20(23 when raging)
dmg and knock prone; Miss:half damage; until the rage ends, when an adjacent enemy hits or misses you, you can make a melee basic attack against it as an immediate reaction.
Spur the Cycle (free action, daily) Primal:
When you reduce an enemy to 0hp during your turn, you can take a standard action.
Iron Hammer Rage (standard, daily) Primal, Rage, Weapon:
+27 vs AC, 3d12+20(23 when raging)
dmg and push 10 squares; Miss: half damage, and push 3 squares; until the rage ends, when you hit an enemy you push it 4 squares; if the enemy is adjacent to blocking terrain at the end of the forced movement, it takes 8
dmg.
Bloodied Greatness (immediate reaction, daily:
When an enemy bloodies you, you use an encounter power against it; it can be an already expended power; if it's not expended, this use does not expend it.
Rage Strike (standard; twice per day) Primal, Weapon:
when you are raging, you can expend one of your remaining rages to make an attack: +27 vs AC,
dmg depending on the level of the daily expended; miss: half
dmg.
Carcanet of Psychic Schism (immediate interrupt, daily):
When you would become stunned, dazed or dominated as a result of an attack; you negate that condition, and instead suffer a -2 penalty to attack rolls and Will defense for the normal duration of the effect.
Citraine Solitaire (free action, encounter) Healing:
When you score a critical hit on your turn, you can expend a healing surge.
Ring of Freedom of Movement(minor, daily):
Until the end of the encounter you gain a +5 power bonus to checks made to escape grabs and to saving throws to end the slowed, restrained or immobilized conditions. If you have reached a milestone, you also move through difficult terrain as if it was normal until the end of the encounter.
------------------------------------------------------------------
Jagged Greataxe:
You score critical hits on a natural 19 or 20. On a critical hit, you deal 3d12 extra damage and ongoing 20
dmg.
Improved Rageblood Vigor:
When your attack reduces an enemy to 0hp, you gain 20 temporary hp.
Charging Rampage:
Once per round when you score a critical hit, you can make a melee basic attack or if you are raging, a charge.
Rageblood Recovery:
When you are raging and hit with a charge resulting from your Swift Charge power, you can expend a healing surge.
Enduring Rage:
While raging, you don't fall unconscious when you're dying.
Primal Resurgence:
Once per day when you become bloodied, you regain the use of a primal daily power you have expended.
Deadly Rage:
You gain a +3 bonus to damage while you are raging.
Improved Grab:
Your attack roll for a Grap attempt is +26
Champion of Humanity:
At the end of each extended rest, you gain 2 Action Points.
Bloody Determination:
The first time you are bloodied during an encounter, you gain a +5 power bonus to the next attack roll before the end of your next turn against the enemy that bloodied you.
Ambitious Effort:
You gain a second use of the Storm of Blades power per encounter.
Unending Strenght:
Your normal, heavy and maximum loads are doubled. Once per day, you gain a +10 bonus to a Strenght ability check or a Strenght-based skill check.
------------------------------------------------------------------
Alignment: Unaligned; Languages: Common, Elven; Vision: Normal
Str 26(+18) Dex 16(+13) Con 20(+15) Int 10(+10) Wis 12(+11) Cha 15(+12)
Acrobatics +20, Arcana +10, Athletics +23, Bluff +17, Diplomacy +12, Dungeoneering +11, Endurance +20, Heal +11, History +10, Insight +11, Intimidate +12, Nature +11, Perception +16, Religion +10, Stealth +13, Streetwise +12, Thievery +13
Feats:Action Surge, Power Attack, Toughness, Weapon Focus(Axes), Deadly Rage, Improved Rageblood Vigor, Improved Grab, Student of the Sword, Rageblood Recovery, Armor Specialization(Hide), Charging Rampage, Skill Training(Acrobatics), Enduring Rage, Primal Resurgence
Gear (normal load 520; medium 1040; maximum 2600): Jagged Greataxe +5; Stalkerhide Armor +5; Brooch of Vitality +4; Belt of Blood; Iron Armbands of Power(Paragon Tier); Carcanet of Psychic Schism; Rushing Cleats; Everlasting Provisions; Sunblade longsword +1; Citraine Solitaire; Ring of Freedom of Movement; Gauntlets of the Ram; Bag of Holding; 10 lvl 10 potions of clarity. 4 Elixirs of invisibility. 320 gp.