STR 19 AC 27
CON 21 FORT 26
DEX 11 REF 19
INT 11 WILL 21
WIS 15
CHA 11
HP: 108 Init +6
Bloodied: 54 Speed 5
Surges/day: 16 Passive
Surge Value: 32 -Insight 18
Action Points: -Perception 18
Resist: 5 cold, 5 fire (cloak of survival)
[b]Skills[/b]
6 Acrobatics 6 0 0 0
6 Arcana 5 0 - 0
15 Athletics 10 5 0 0
6 Bluff 6 0 - 0
6 Diplomacy 6 0 - 0
10 Dungeoneering 8 0 - 2
18 Endurance 11 5 0 2
8 Heal 8 0 - 0
6 History 6 0 - 0
8 Insight 8 0 - 0
11 Intimidate 6 5 - 0
8 Nature 8 0 - 0
8 Perception 8 0 - 0
6 Religion 6 0 - 0
6 Stealth 6 0 0 0
6 Streetwise 6 0 - 0
6 Thievery 6 0 0 0
[b]Feats[/b]
[b]Back to the Wall
Paragon Tier
Benefit:[/b] Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack
rolls, melee damage rolls, and AC.
[b]Blood Thirst
Paragon Tier
Benefit:[/b] You gain a +2 bonus to melee damage rolls against bloodied foes.
[b]Dwarven Durability [Dwarf]
Paragon Tier
Prerequisite:[/b] Dwarf
[b]Benefit:[/b] Increase your number of healing surges by two and your healing surge value by your Constitution modifier.
[b]Dwarven Weapon Training [Dwarf]
Heroic Tier
Prerequisite:[/b] Dwarf
[b]Benefit:[/b] You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.
[b]Wintertouched
Heroic Tier
Benefit:[/b] When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.
[b]Lasting Frost
Paragon Tier
Benefit:[/b] Any target you hit with a power that has the cold keyword gains vulnerable 5 cold until the end of your next turn.
[B]Powerful Charge
Heroic Tier
PreRequisite:[/B] Str 13
[B]Benefit:[/B] When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
[B]Dodge Giants [Dwarf]
Heroic Tier
Prerequisite:[/B] Dwarf
[B]Benefit:[/B] You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.
Frost Greataxe +3
Lightning Handaxe +2
Cleave; Fighter Attack 1
Reaping Strike; Fighter Attack 1
Crushing Blow; Fighter Attack 3
Come and Get It; Fighter Attack 7
Giant's Wake; Fighter Attack 13
All Bets Are Off; Pit Fighter Attack 11
Villain’s Menace; Fighter Attack 1
Crack the Shell; Fighter Attack 5
Thicket of Blades; Fighter Attack 9Cost Weight Item
19 Adventurer's kit w/Journeybread instead of trail rations, silk rope instead of hemp
4 +3 Fireburst cloth armor (lvl 13, PHB page 230)
2 +3 Orb of Reversed Polarities (lvl 14, PHB page 238)
? +3 Cloak of Resistance (lvl 12, PHB page 250)
3 Ritual book
3 Spellbook
1 Dagger
250 ? 5x potion of healing.
2000 ? Ritual components
6395 Rituals purchased
4355g ? gold
basic melee attack (standard; at will, martial, weapon)
Magic Missile (standard; at will, arcane, force, implement)
Scorching Burst (standard; at will, arcane, fire, implement)
Thunderwave (standard; at will, arcane, thunder, implement)
Icy Rays (standard; encounter, arcane, cold, implement)
Fire Burst (standard; encounter, arcane, fire, implement)
Thunderlance (standard; encounter, arcane, thunder, implement)
Storm Cage (standard; encounter, arcane, thunder, lightning, conjuration, implement)
Sleep (standard; daily, arcane, implement, sleep)
Acid Arrow (standard; daily, arcane, implement, acid)
Fireball (standard; daily, arcane, implement, fire)
Web (standard; daily, arcane, implement, zone)
Ice Storm (standard; daily, arcane, implement, cold, zone)
Wall of Fire (standard; daily, arcane, implement, fire, conjuration)
Bait and Switch (standard; encounter) ✦ Marital, Weapon
Cat Burglers Gambit (standard; encounter) ✦ Martial, Weapon
Eyebite(standard; encounter) ✦ Arcane, Psychic, Impliment
Sand in the Eyes (standard; encounter) ✦ Martial, Weapon
OR
Tornado Strike (standard; encounter) ✦ Marital, Weapon
OR
Easy Target (standard; daily) ✦ Marital, Weapon
Knockout (standard; daily) ✦ Marital, Weapon
OR
Walking Wounded (standard; daily) ✦ Marital, Weapon
Magic Dagger +3 (standard; at-will) ✦ Weapon
(Basic Ranged) Magic Dagger +3 (standard; at-will) ✦ Weapon
OR
Deft Strike (standard; at-will) ✦ Marital, Weapon
OR
Sly Flourish (standard; at-will) ✦ Marital, Weapon
Bait and Switch (standard; encounter) ✦ Marital, Weapon
Cat Burglers Gambit (standard; encounter) ✦ Martial, Weapon
Eyebite(standard; encounter) ✦ Arcane, Psychic, Impliment
Sand in the Eyes (standard; encounter) ✦ Martial, Weapon
OR
Tornado Strike (standard; encounter) ✦ Marital, Weapon
OR
Easy Target (standard; daily) ✦ Marital, Weapon
Knockout (standard; daily) ✦ Marital, Weapon
OR
Walking Wounded (standard; daily) ✦ Marital, Weapon
[size=5][FONT=Courier New][B][COLOR="Silver"]Torment[/size][/COLOR]
[B]Tiefling Warlord 13[/B]
Paragon Path: Knight Commander
Alignment[/B]: Good
Religion: none
Languages: Common, Draconic
Vision: Low-Light
[B]Ability Scores:[/B]
Str 20 (17 (12pts) +3 lvl)
Con 14 (13 (3 pts)+1 lvl)
Dex 12 (11 (1 pts) +1 lvl)
Int 16 (13 (3pts) +1 lvl +2 rac)
Wis 9 (+1 lvl)
Cha 18 (13 +3 lvl + 2 rac.)
[B]Combat[/B]:
[B]Init: [/B] +11 (+1 Dex, +6 level +4 combat leader)
[B]Pass Percep[/B]: 15 [B]Pass Insight[/B]: 15
[B]HP[/B]: 96/96 [B]Surges/day[/B]: 11
[B]Bloodied[/B]: 48 [B]Surge Value[/B]: 24
[B]AC[/B] 25 (+6 level +6 armor +3 Int)
[B]Fort[/B] 25 (+6 level +5 Str +1 class +3 amulet)
[B]Ref[/B] 22 (+6 level +3 Int +3 amulet)
[B]Will[/B] 26 (+6 level +4 Cha +1 class +3 amulet+2 feat)
Speed 8
Resistances: 5 Ranged, 11 Fire
Action points: 1
[B]Basic Attacks:[/B]
Melee: +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire
Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range
[B]Attack Powers:[/B]
[COLOR=Lime]Viper's Strike [/COLOR]- Martial, Weapon
Standard Action; Melee ; Target: One creature
Attack: +17 vs. AC
Hit: 2d4+8 damage
Effect: If target shifts before start of my next turn, provokes an OA from an ally
[/FONT][FONT=Courier New][COLOR=Lime]Furious Smash[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage
[b]Encounter Powers:[/b]
[/FONT][FONT=Courier New]
[COLOR=Red]Guarding Strike[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC
[/FONT][FONT=Courier New][COLOR=Red]Infernal Wrath[/COLOR] -
Minor Action; Personal;
Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square [/font]
[FONT=Courier New]
[COLOR=Red]Shake it Off[/COLOR]- Martial, Weapon
Minor Action; Melee weapon; Ranged 10
Effect: Target makes a saving throw with a +4 bonus
[FONT=Courier New]
[COLOR=Red]Lion's Roar[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp)
[/FONT]
[FONT=Courier New]
[COLOR=Red]Beat Them Into the Ground[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone
[/FONT]
[FONT=Courier New]
[COLOR=Red]Slash and Press[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage
Effect: After the attack, push all adjacent enemies 1 square
[/FONT]
[FONT=Courier New]
[COLOR=Red]Break Their Nerve[/COLOR]- Martial
Minor Action; Melee 1; Target: One creature
Effect: Target is marked until end of next turn
[/FONT]
[b]Daily Powers:[/b]
[FONT=Courier New][COLOR=DimGray]Bastion of Defence[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp.
[/FONT][FONT=Courier New][COLOR=DimGray]Stand the Fallen [/COLOR] - Martial, Weapon, Healing
Standard Action; Melee Weapon; Target: One creature
Hit: 6d4+8 damage
Effect: Each ally in 10 squares can use a healing surge and gains +4 hp
[/FONT]
[FONT=Courier New][COLOR=DimGray]Stand Tough[/COLOR] - Martial, Healing
Minor Action; Close Burst 5; Target: You & each ally in burst
Effect: Targets regain 14 hp
[/font]
[FONT=Courier New][COLOR=DimGray]Tactical Shift[/COLOR] - Martial,
Immediate Interrupt; Ranged 10
Trigger: ally gets hit by either melee or ranged attack
Effect: The ally can shift 4 squares
[/FONT]
[FONT=Courier New][COLOR=DimGray]Knock Them Down[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone.
Miss: Target is knocked prone & half damage
[/font]
[b]Magic Item Powers:[/B]
[COLOR=Orange]+3 Elven Battle Hide [/COLOR]
Property: +5 on saves against slow or immobilise
Power: Encounter: Minor: +2 power bonus to speed until end of next turn
[FONT=Courier New][COLOR=Orange]+3 amulet of false life[/COLOR]
Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge [/FONT]
[FONT=Courier New][COLOR=Orange]+2 flaming spiked chain[/COLOR]
Critical: +2d6 damage[B]
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font]
[FONT=Courier New][COLOR=Orange]+2 Vicious Crossbow[/COLOR]
Critical: +2d12 damage[B][/font]
[FONT=Courier New][COLOR=Orange]Keoghtoms Ointment[/COLOR]
Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge[/font]
[b]Race and Class Features:[/B]
Bloodhunt (+1 attack bonus to hit bloodied enemies)
Fire Resistance (5 +1/2 lvl = 11)
Infernal Wrath - +1 to hit, +4 damage
Inspiring Presence - when ally spends an action point regain 10 hp
Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp
Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative
Honor and Glory - Adjacent allies gain a +2 bonus to hit
Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn
[B]Feats[/B]:
Durable
Toughness
Exotic Weapon Prof. (Spiked Chain)
Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword
Ferocious Rebuke (if hit with infernal wrath, push target 1 square)
Iron Will (+2 to Will)
Combat Commader (Increase combat leader bonus to +4)
Fleet Footed (+1 to speed)
[B]Skills[/B]:
Diplomacy: +15 (+6 level +4 Cha +5 trained)
Heal: +10 (+6 level -1 Wis +5 trained)
Athletics: +16 (+6 level +5 Str +5 trained)
Intimidate +15 (+6 level +4 Cha +5 trained)
[B]Equipment[/B]:
Item Weight Cost
+3 Amulet of False Life (14)
+3 Elven Battle Hide (13)
Keoghtoms Ointment (12)
+2 Flaming Spike Chain 5000gp
Boots of Striding 4200gp
Bag of Holding 1000gp
+2 Vicious Crossbow 2600gp
4 x Potions of Healing 200gp
Total Weight: 0 lbs.
Money: 10gp
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
Melee basic Attack with Warhammer (standard; at-will) * Weapon
Bolstering Strike (standard; at-will) * Divine, Weapon
Enfeebling Strike (standard; at-will) * Divine, Weapon
Divine Challenge (minor; at-will) * Divine, Radiant
Lay on Hands (minor; at-will 4/day) * Divine, Healing
Invigorating Smite (standard; encounter 3) * Divine, Healing, Weapon
Benign Transposition (standard; encounter 7) * Divine, Teleportation, Weapon
Entangling Smite (standard; encounter 13) * Divine, Weapon
Warding Blow (standard; encounter P) * Divine, Weapon
Channel Divinity: Divine Mettle (minor; channel divinity encounter) * Divine
Channel Divinity: Kord's Favor (free, when Xak or ally within 5 scores critical) * Divine, Healing
On Pain of Death (standard; daily 1) * Divine, Implement
Hallowed Circle (standard; daily 5) * Divine, Implement, Zone
Crown of Glory (standard; daily 9) * Divine, Implement, Radiant
Wrath of the Gods (minor; daily utility 6) * Divine
Cleansing Spirit (minor; encounter utility 10) * Divine
(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.