The character
Name: Ashyrel Seraphina Meliadeth
Race: Eladrin
Class: Fighter
Role: Defender
Level: 6
Initiative 7; Perseption 23 ; Insight 16
HP 60 ; Bloodied 30 ; Healing Surge 15; Surges Per Day 11
AC 21 (23 w/ Heavy shield) ; Fort 20, Ref 17 (19 w/ Heavy Shield), Will 18
Speed 6 (5 in scale mail)
Action Points 1
Alignment Unaligned; Languages Common, Elven
Str 17 (+1 lv)
Con 15
Dex 14 (+2 race)
Int 14 (+2 race)
Wis 16 (+1 lv)
Cha 12
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Racial Features:
+2 dexterity, +2 intelligence
Low-Light Vision
Eladrin Education; +1 trained skill
Eladrin Weapon Profiency; Longsword
Eladrin Will: +1 will defence. +5 saving throw vs charms effects
Fey Origin
Trance
Feystep power
Class Features:
Combat Challenge. mark for -2 attack rolls, opportunity attacks
Combat Superiority. Wis to opportunity attacks. cancel movement.
Fighter Weapon Talent; two handed. +1 to attack rolls
Bonus Defence; +2 fortitude
Proficiencies:
Armor: Cloth, Leather, Hide, Chainmail, Scale, Light Shield, Heavy Shield
Weapon: Simple Melee/Ranged. Military Melee/Ranged
Basic Melee Attack; Vicious Longspear +2
+11 vs AC. 1d10+7. +2d12 critical. Reach
Basic Melee Attack; Vicious Longsword +1
+10 vs AC. 1d10+5. +1d12 critical
Basic Ranged Attack; Longbow
+7 vs AC. 1d10+2.
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Feats:
1 Eladrin Soldier. +2 damage rolls w/ longswords and all spears.
2 Quick Draw. +2 initiative. Draw weapon with attack action.
4 Alertness. +2 perseption, don't grant combat advantage when surprised.
6 Student of Battle. Inspiring word 1/day. Intimidate skill training
Skills:
Athletics 10 (-2 with heavy shield)
Endurance 10
Heal 11
Perseption 13
Intimidate 8
Gear 84 gp.
Vicious LongSpear +2 (lv7)
+4 hit, 1d10+2.
effect: +2d12 on critical. Reach
Black Iron Scale Mail +1 (lv 4)
+8 AC, Resist 5 fire, Resist 5 necrotic. Speed -1
Amulet of Protection +2 (lv 6)
+2 fortitude, reflex, will defences.
Everlasting Provision. (840gp lv 4)
After an extended rest, the basket create enough food for 5 medium creature for 24 hours)
Vicious Longsword +1 (520gp, lv 2)
+4 hit, 1d8+1
effect: +1d12 critical hit
Heavy Shield ( 10gp)
+2 AC/Reflex. -2 Checks.
Longbow (30gp)
+2 hit. 1d10. range 20/40, load free
Arrows (30) (1gp)
Standard Adventurer's Kit (15 gp)
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Powers:
At Will:
Reaping Strike. Melee Weapon
+11 vs AC. 1d10+7
Miss: 3 damage
Sure Strike. Melee Weapon
+13 vs AC. 1d10+4
Encounter:
Fey Step. (Move)
Teleport 5 square
Covering Attack. Melee Weapon.
+11 vs AC. 1d10+7
Hit: An ally adjacent to you can shift 2 squares.
Armor Piercing Thrust. Melee Weapon
+13 vs AC. 1d10+9
Daily:
Villain's Menace. Melee Weapon
+11 vs AC. 2d10+7.
Hit: +2 power bonus to attack rolls. +4 power bonus to damage rolls. (encounter, against the target)
Miss: +1 power bonus to attack rolls. +2 power bonus to damage rolls. (encounter, against the target)
Dizzying Blow. Melee Weapon, Reliable.
+11 vs AC. 3d10+7
Hit: target is immobilized (save ends)
Inspiring Word. Healing, minor, range close burst 5.
1 ally or self
effect: target spend 1 healing surge +1d6 hp.
Utility:
Boundless Endurence. Stance. (minor, Daily)
Gain regeneration 4hp while bloodied.
Battle Awareness. Personal, no action. (Daily)
+10 initiative check
Appearance:
Background:
[sblock=Advancement
Level 7:
Encounter power:
Griffon's Wrath. Melee Weapon.
Strength vs AC
Hit: 2[W]+str. target takes a -2 penality to AC until the end of your next turn.
Level 8:
Abilities: +1 strength, +1 Dexterity (18 15 15 14 16 12)
Feat: Potent Challenge. Add con mod to damage rolls for opportunity attacks granted by your combat challenge class ability.
Level 9:
Daily Power:
Victorious Surge. Melee weapon, Healing, Reliable.
Strength vs AC
Hit: 3[W]+str, and you regain hp as if you spent a healing surge
Level 10:
Feat: Power Attack
Utility Power:
Into the fray (encounter, Minor action)
Move 3 squares, as long as you can end your move adjacent to an enemy
Level 11:
Abilities: +1 to all abilities. (19 16 16 15 17 13)
Feat: Armor Specialization (scale) +1 AC, Ignore speed penality.
Paragon Path: Kensei
Path Features:
Kensei Control Action. Spend an action point to reroll one attack, damage, skill, or ability roll.
Kensei Focus: +1 to attack rolls with a melee weapon of your choice (long spear)
Encounter Power:
Master Stroke. Melee Weapon.
Str+2 vs AC
Hit: 2[W]+str
Level 12
Feat: Uncanny Dodge (you do not grant the normal +2 to attack roll when you grant combat advantage)
Utility Power:
Ultimate Parry (immediate reaction, Daily)
Trigger: you take damage from an attack
effect: Reduce the damage by an ammount equal to your level.
Level 13:
Replace Encounter Power (Griffon's Wrath)
Silverstep. Melee weapon.
One or Two creatures
Strength vs AC
Hit: 2[W]+str. Push target 1 square.
Effect: Shift dex mod squares.
Level 14:
Abilities: Strength +1, Dexterity +1 (20 16 17 15 17 13)
Feat: Polearm Gamble
Level 15
Replace Daily Power: (Dizzying Blow)
Serpent Dance Strike. (melee weapon)
Strength vs AC
Hit: 2[W]+str, target is knocked prone.
effect: you can shift 1 square and repeat the attack on a different target. You can shift and repeat the attack up to three times against different targets.
Level 16
Feat: Spear Push
Paragon Path:
Kensei Mastery: +4 to damage roll with selected weapon (long spear)
Utility Power:
Iron Warrior (Minor Action, Daily)
You spend an healing surge and regain an additional 2d6 + con mod HP. You make an immediate saving throw against any 1 effect.
Level 17
Replace Encounter Power: (Covering Attack)
Warrior's challenge. Melee Weapon
Strength vs AC
Hit: 3[W]+str, push the target 2 squares
Special: all your ennemies within 2 squares of the target are marked until the end of your next turn.
Level 18
Abilities: +1 strength, +1 Dexterity (21 16 18 15 17 13)
Feat: Mettle
Level 19:
Replace Daily Power: (Serpant Strike Dance)
Devastation's Wake. Melee Weapon.
Close Burst 1, each enemy in burst
Strength vs AC
Hit: 3[W]+str damage
Miss: Half-Damage
Secondary Target: Until end of my next turn, any enemy that move adjacent to me or starts its turn next to you
Secondary Attack: Strength vs AC.
Hit: 1[W]+Str
Level 20
Feat:
Daily Power:
Weapon Soul Dance. Melee Weapon.
Strength vs AC
Hit: 3[W]+str. Target is kocked prone and immobilized until the end of your next turn.
Effect: You can shift 5 squares and make a secondary Attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength +2 vs AC
Hit: 2[W]+str. Target is knocked Prone and immobilized until the end of your next turn.
Effect: You can shift 5 squares and make a tertiary attack.
Tertiary target: One creature other than the primary or secondary targets
Tertiary Attack: Strength +3 vs AC
Hit: 1[W]+str. Target is knocked prone and immobilized until the end of your next turn.
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