Slight rework. Numbers should be correct now. No further work needed (I think).
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Name: nameless or 'boy',
Race: human,
Sex: M,
Class: Fighter,
Deity: none,
Level: 6,
Age: 17,
Ht: 5'9",
Wt: 190lbs.,
Eyes: brown, Hair: brown dreadlocks,
Distinguishing Features:extensive scarification and ritual tattooing on neck, hands, arms, shoulders and back,
Vision: normal
"Trust me? No... I wouldn't do that if I were you."
Backstory: [sblock]<nameless> was raised with a bunch of other kids communally by a group of cultists. He had no name because the cult taught that to have a name was to have worth and that they were inherently worthless. The cultists were involved with summoning a powerful demon to the world (an extended ritual involving a massive eldritch machine and years of rituals and sacrifice). <nameless> was one of the cogs in the eldritch machine. The cult was eventually defeated by the party and the machine disabled (as its living components, the cultists, were no longer present).
<nameless> trailed the party on their next quest and attempted to revenge himself on the party's aging Paladin, Gerard the Gray. Things didn't go as planned, however, as Gerard expertly confounded his assassination attempt and took the boy prisoner. Sensing his destiny, however, Gerard took a soft hand on the boy and attempted to rehabilitate him.
In the days the followed, Gerard imparted upon <nameless> his outlook on life in the service of Bahamut. <nameless> pretty much thought that Gerard was full of it but as the elderly paladin kept him fed and as <nameless> quickly learned that every member of the party was way out of his league, he stuck around and bided his time.
A few weeks later, in the party's final battle with the lich, Gerard sacrificed himself to save <nameless>'s life; his soul being devoured in spectacular fashion. The event shook <nameless> to his core. Why had the old man sacrificed himself to save a worthless, damned soul like himself? In the aftermath he took Gerard's teachings to heart and decided he would use the old paladin's code of honor as a compass in his formerly directionless world of morality.
Following the battle but prior to destroying the phylactery, <name> took up one of Gerard's holy icons and hung it around his neck on a chain to remind himself of everything the paladin tried to teach him in the short time they knew each other. The rest of the party may or may not trust the boy, but that doesn't concern him; he's out to prove himself to the lost soul of the dead paladin, come what may.[/sblock]
Defenses: AC: 22, FORT: 21, REFL: 17, WILL: 16
Hit Points: 63 (45+18) (
Bloodied 31),
Healing Surges: 13 (
15HP)
Initiative +6, Passive Insight +5, Passive Perception +5
[sblock]
Melee Basic Attack 1: Bastard Sword (+9 att, 1d10+6 dmg)
Melee Basic Attack 2: Mace (+9 att, 1d8+6 dmg)
Ranged Basic Attack 1: Handaxe (+8 att, 1d6+5 dmg)
ATTRIBUTES
STR: 21 +5,
CON: 18 +4,
DEX: 16 +3,
INT: 10 +0,
WIS: 15 +2,
CHA: 11 +0
1st: +2 str (human); 4th: +1 str/con
ABILITIES
Level Modifier: +3 (
affects attacks, defenses, init., skill checks and ability checks)
Race (
HUMAN)--
+2 to any one ability score
Size: Medium, Speed: 6, Vision: normal
Bonus Feat, Bonus Skill, Bonus At-Will Power
Human Defenses Bonus (+1 to Fort, Refl and Will defenses)
Class (
FIGHTER)--
Armor Proficiencies (cloth, leather, hide, chain, scale; light and heavy shields).
Weapon Proficiencies (simple/military melee, simple/military ranged).
+2 Fort defense
Combat Challenge (every attack marks target, hit or miss -- mark lasts until end of my next turn -- marked targets take a -2 to attack rolls if the attack does not include me -- only 1 mark per creature and new marks supersede old marks -- marked targets adjacent to me that move or attack anyone other than me provoke a melee basic attack as an immediate interrupt).
Combat Superiority (+3 bonus to attacks of opportunity and struck enemies stop moving if a move provoked the attack).
Fighter Weapon Talent (+1 bonus to attacks when using 2-handed weapons).
TRAINED SKILLS
athletics +13, endurance +12, intimidate +8, streetwise +8,
LANGUAGES: Common & Demonic
FEATS
Human: Human Preseverance
1st: Combat Reflexes
2nd: Weapon Proficiency (bastard sword)
4th: Potant Challenge
6th: Blade Opportunist
blade opportunist (+2 feat bonus to attacks with heavy or light blades)
combat reflexes (+1 to opportunity attacks; do not grant combat advantage to foes before he acts in 1st round of combat)
human preserverance (+1 to saves)
potent challenge (if I hit foe due to Combat Challenge add Con modifier to damage)
POWERS (Source: Martial)
Second Wind [
available],
Action Point [
available]
* At-will:
CLEAVE Martial, Weapon; Target: one creature. Attack: +14 vs. AC; Hit: 1d10+8 damage and an enemy adjacent to me takes 5 damage.
* At-will:
REAPING STRIKE Martial, Weapon; Target: 1 creature; Attack: +14 vs. AC; Hit: 1d10+8 damage; Miss: 2 damage/5 damage if using 2 hander.
* At-will:
SURE STRIKE Martial, Weapon; Target: 1 creature; Attack: str +16 vs. AC; Hit: 1d10 damage
* Encounter:
PASSING ATTACK Martial, Weapon; Primary Target: 1 creature; Attack: +14 vs. AC; Hit: 1d10+8 damage and I can shift 1 square. Make secondary attack; 2nd Target: 1 creature who is not the 1st; Hit: 1d10+8 damage.
* Encounter:
SWEEPING BLOW Martial, Weapon; Close Burst 1; Target: each enemy in burst I can see;Attack: +14 vs. AC; Hit: 1d10+10 damage.
* Daily:
VILLAIN'S MENACE Martial, Weapon; Target: 1 creature; Attack: +14 vs. AC; Hit: 2d10+8 damage and get a +2 power bonus to attack & +4 power bonus to damage vs. this creature until the end of the encounter. Miss: Gain +1/+2 bonuses vs. the creature until the end of the encounter.
* Daily:
DIZZYING BLOW Martial, Reliable, Weapon; Target: 1 creature; Attack: +14 vs. AC; Hit: 3d10+8 damage and target is immobilized (save ends).
* Utility:
BOUNDLESS ENDURANCE Daily; Healing, Martial, Stance; Minor action; Personal; Effect: gain Regeneration 6 when I am bloodied.
* Utility:
UNBREAKABLE Encounter; Martial; Immediate Reaction; Personal; Trigger: I am struck by an attack; Effect: reduce damage from the attack by 10.
EQUIPMENT
Item Qualities
Scale Armor.....[+7 AC, -1 spd, 45gp]
Bastard Sword...[+3 pro, 1d10 dmg, 30gp, 6 lbs., heavy blade group, Versatile]
Mace............[+2 pro, 1d8 dmg, 5gp, 6 lbs., mace group, Versatile]
Handaxe.........[+2 pro, 1d6 dmg, 5/10 rng, 5gp, 3 lbs., axe group, Off-hand, Heavy Thrown]
Regular Items
+2 Razor Scale Armor...............[2645gp 45 lbs.]
+2 Magic Bastard Sword.............[1830gp 6 lbs.]
mace...............................[ 5gp 6 lbs.]
handaxe............................[ 5gp 3 lbs.]
standard adventurer's kit..........[24gp 28 lbs.]
-backpack
-bedroll
-flint + steel
-belt pouch
-10 days trail rations
-50ft. silk rope (upgrade)
-2 sunrods
-waterskin
Climber's Kit......................[ 2gp 11 lbs.]
-grappling hook
-hammer
-10 pitons
Cheap little Bahamut effigy........[worthless]
COINS: 189gp 0gp 0cp
Magic Items
7th: Razor Scale +2 [2600gp]
* +2 enchancement bonus to AC.
* Property: when an enemy scores a melee critical hit against me, that enemy takes 1d10+3 damage.
6th: Magic Bastard Sword +2 [1800gp]
* +2 enchancement bonus to attacks and damage.
* Critical: +2d6 damage
5th: Gauntlets of Ogre Power [1000gp]
* +1 enhancement to strength checks & athletics checks.
* Power (Daily): gain +5 bonus to damage
Cloak of Resistance +1 [520gp]
* Slot: Neck; Enhancement: Fort, Refl and Will
Gloves of Piercing [680gp]
* Slot: Hands; Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.[/sblock]