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Leif's Homebrew 4E, RG [Closed]
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<blockquote data-quote="Scotley" data-source="post: 4619374" data-attributes="member: 11520"><p><strong>Basher 7 Warforged Fighter 3 (Battlerager build from Martial Power)</strong></p><p></p><p>Str. 18 (+2 race)</p><p>Con. 16 (+2 race)</p><p>Dex. 12</p><p>Int. 10</p><p>Wis. 13</p><p>Cha. 11</p><p></p><p>HP: 46 Bloodied 23 Healing Surges 9+3Con (11)</p><p>AC: 22 Fort: 18 Reflex: 16 Will: 14 +2 saves vs. ongoing damage</p><p>Speed: 6 (-1 chainmail)</p><p>Vision: Normal Passive Perception: 18</p><p>Size: Medium (6'4" 282#)</p><p>Passive Insight: 12</p><p>Initiative: +2</p><p></p><p>Class Features</p><p>Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield</p><p>Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged</p><p>Bonus to Defense: +2 Fortitude</p><p></p><p>Battlerager Vigor: Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).</p><p> When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.</p><p> When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.</p><p></p><p>Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.</p><p> In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.</p><p></p><p>Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.</p><p></p><p>Skills</p><p>Endurance+5trained+2race+3con+1level*</p><p>Athletics+5trained+4str+1level*</p><p>Intimidate+5trained+2race+1level</p><p>Perception+5trained+1wis+1Background+1level</p><p>Acrobatics+1dex+1level*</p><p>Insight+1wis+1level</p><p></p><p>*-1 check penalty for chainmail, -1 check penalty for heavy shield</p><p></p><p>Languages</p><p>Common</p><p>Elven (background bonus)</p><p></p><p>Feats</p><p>Weapon Proficiency--Craghammer</p><p>Weapon Focus--Hammers +1 damage</p><p></p><p>At Will Exploits</p><p></p><p>Brash Strike Fighter Attack 1</p><p><em>With a battle cry, you throw your whole body behind your attack.</em></p><p>At-Will ✦ Martial, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength + 2 vs. AC</p><p>Hit: 1[W] + Strength modifier damage.</p><p>Increase damage to 2[W] + Strength modifier at 21st level.</p><p> Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.</p><p>Effect: You grant combat advantage to the target until the </p><p>start of your next turn.</p><p></p><p>Crushing Surge Fighter Attack 1</p><p><em>The feel of your weapon crunching against the enemy puts your heart back in the fight.</em></p><p>At-Will ✦ Invigorating*, Martial, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage.</p><p>Increase damage to 2[W] + Strength modifier at 21st level.</p><p></p><p>* Invigorating: If you are trained in the Endurance skill, you gain temporary hit points equal to your Constitution modifier when you hit with a power that has this keyword. No invigorating power grants temporary hit points more than once per turn, even if you hit more than once with the power or use more than one power with the invigorating keyword in a round.</p><p></p><p>Basic Attack</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage.</p><p></p><p>Ranged attack</p><p>Standard Action Heavy Thrown weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage.</p><p></p><p>Encounter Exploits</p><p></p><p>Passing Attack Fighter Attack 1</p><p><em>You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.</em></p><p>Encounter ✦ Martial,Weapon</p><p>Standard Action Melee weapon</p><p>Primary Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.</p><p> Secondary Target: One creature other than the primary target</p><p> Secondary Attack: Strength + 2 vs. AC Hit: 1[W] + Strength modifier damage.</p><p></p><p>Warforged Resolve Warforged Racial Power</p><p><em>You might be bloodied, but the battle is far from over!</em></p><p>Encounter</p><p>Minor Action Personal</p><p>Special: You must be bloodied to use this power.</p><p>Effect: You gain a number of temporary hit points equal to 3+ one-half your level.</p><p></p><p>Daily Exploits</p><p></p><p>Knee Breaker Fighter Attack 1</p><p><em>By smashing into your opponent’s legs, you make even the thought of moving painful for him.</em></p><p>Daily ✦ Invigorating, Martial, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).</p><p> Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.</p><p>Miss: Half damage, and the target is not slowed or immobilized.</p><p></p><p>Sweeping Blow Fighter Attack 3</p><p>You put all your strength into a single mighty swing that strikes</p><p>many enemies at once.</p><p>Encounter ✦ Martial, Weapon</p><p>Standard Action Close burst 1</p><p>Target: Each enemy in burst you can see</p><p>Attack: Strength vs. AC</p><p>Weapon: If you’re wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.</p><p>Hit: 1[W] + Strength modifier damage.</p><p></p><p>Utility Exploits</p><p>Boundless Endurance Boundless Endurance Fighter Utility 2</p><p>You shake off the worst of your wounds.</p><p>Daily ✦ Healing, Martial, Stance</p><p>Minor Action Personal</p><p>Effect: You gain regeneration 2 + your Constitution modifier </p><p>when you are bloodied.</p><p></p><p></p><p></p><p>Gear:</p><p>Chainmail +6 –1 check –1 speed 40gp 40 lb.</p><p>Wall Armor Level 3</p><p><em>This armor seems far heavier than its constituent material. It becomes as unforgiving as a brick wall at a moment's notice.</em></p><p>Lvl 3 +1 680 gp gp Lvl28 +6 1.115.ooogp</p><p>Armor: Any</p><p>Enhancement: AC</p><p>Power (Daily): Immediate Reaction. Trigger: An enemy hits or misses you with a bull rush or charge attack. Effect:</p><p>The triggering enemy takes 1d6 damage per plus and is knocked prone.</p><p></p><p>+1 Heavy shield +3 –1 check 15 lb. [attached component]</p><p>(custom item per DM) A large red '7' is painted on the front. </p><p>3x Throwing hammer +2 1d6 5/10 5 gp 2 lb. Hammer Off-hand, heavy thrown</p><p>Craghammer +2 d10 — 20 gp 6 lb. Hammer Brutal 2, versatile</p><p>Avalanche Hammer level 4</p><p>Enchanted with the essence of elemental earth, this hammer strikes foes like an avalanche.</p><p>Lvl 4 +1 840 gp</p><p>Weapon: Hammer (Craghammer)</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1d10 damage per plus, and the target is knocked prone.</p><p>Property; When you charge an enemy and hit with a melee basic attack using this weapon, the attack deals 1[W]extra damage.</p><p></p><p>Amulet of Resolution Level 2+</p><p><em>Whether the affliction be of mind or body, this mithral necklace</em></p><p><em>gives you a second chance to ward it off.</em></p><p>Lvl 2 +1 520 gp </p><p>Item Slot: Neck</p><p>Enhancement: Fortitude, Reflex, and Will</p><p>Power (Daily): No Action. Use this power when you fail a saving throw. Reroll </p><p>the saving throw, using the second result even if it’s lower.</p><p></p><p>Backpack (empty) 2 gp 2 lb.</p><p> Flint and steel 1 gp —</p><p> Pouch, belt (empty) 1 gp 1/2 lb.</p><p> Rope, hempen (50 ft.) 1 gp 10 lb.</p><p>4x Sunrods 2 gp 2 lb. [attached component]</p><p> </p><p>Coins:</p><p>1 gp 9 sp 10 cp</p><p></p><p>[sblock=Basic Warforged info]</p><p>Racial Traits</p><p>average Height: 6'0"–6'6"</p><p>average Weight: 270–300 lb.</p><p>ability scores: +2 Strength, +2 Constitution</p><p>size: Medium</p><p>speed: 6 squares</p><p>Vision: Normal</p><p>languages: Common</p><p>skill Bonus: +2 Endurance, +2 Intimidate</p><p>construct: You have the construct keyword, so you are considered to be a construct for effects </p><p>that relate to that keyword.</p><p>living construct: As a living construct, you have the following traits:</p><p>✦ You gain a +2 bonus to saving throws against ongoing damage.</p><p>✦ You can us attached components and embedded components made for warforged (see </p><p>Equipment, page 32).</p><p>✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.</p><p>✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.</p><p>✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.</p><p>Warforged Mind: You gain a +1 racial bonus to your Will defense.</p><p>Warforged Resolve: You can use warforged resolve as an encounter power.</p><p>[/sblock]</p><p></p><p>Appearance/Personality</p><p>Basher7 is a tall (6'4") construct of wood and metal. A occasional glimpse of steel cables and hoses can be seen at the joints as he moves. His head is shaped like that of a hammer. Some attempt at human-like features was made by his builders and he has eyebrows that move and his jaw is articulated to move up and down when he speaks. His grin however, is a skull like rictus on his fleshless face. His crystalline eyes glow with a soft blue light as he surveys his surroundings. The designers clearly had battle in mind. His form is draped with chainmail and a heavy shield with an embossed '7' is mounted to his left arm. A massive dwarven-style Craghammer with blunt face and rear facing spike is hung at his side. A bandoleer across his chest is hung with smaller versions of the hammer balanced for throwing. Basher7 was designed to take incredible damage in battle and continue to function. His body is filled with redundant systems and self-repair capability. Despite his coldly efficient fighting form, Basher7 is often childlike in personality. He constructed as an adult, but is only a few years old and relatively inexperienced with the world. He is often fascinated with novel sites and experiences and may stop to examine things others find mundane. He is also given to asking questions about biological functions and may stare at inappropriate times such as when people are engage in such functions.</p><p></p><p>History/Background: Basher7 began his existence in a Thayan mage factory at the dawn of the conflict with Aglarond. The factory was destroyed and the nearly complete Basher7 was found by Aglarondian troops. The neighboring Basher 5, Basher6 and Basher8 were damaged beyond repair. Basher1 though Basher4 had already left the factory to join Thayan forces and Basher7 sometimes wonders what happened to them. Not knowing what else to do Basher7 joined his rescuers without really understanding that they were the enemies of his creators. As the Aglarondian forces were defeated, Basher7 returned home with them to the fortress city of Glarondar. There he mastered his warrior programing and learned how to be a fighter. He also encountered the Thayan refugee community dedicated to freeing Thay from the undead. Basher7 isn't sure what to feel. Should he continue to serve Aglarond or join the refugees and fight to free Thay and perhaps connect with the other warforged of the Basher series. He has never been fully trusted by the Aglarondians. Restless and unsure of what to do he heard tales of troubles in Winterhaven. He has decided to postpone decisions about the future in favor of honing his warrior skills with a proper challenge.</p><p></p><p>Experience Points:</p><p>95 Kobold battle on the road</p><p>170 role play posts 270-272</p><p>242 2nd Kobold battle</p><p>310 Kobold Lair</p><p>188 Goblins at the entry</p><p></p><p>1,320 xp adjusted total per the DM 5/16/2010</p><p></p><p>675 Goblins and Splug 6/19/2010</p><p></p><p>1250 xp Keep on the Shadowfell wrap up 12/18/2010</p><p></p><p>150 xp Mountain Ogre fight Feb. 2011.</p><p></p><p>3,705 official total from the DM June 2011.</p><p></p><p>Mini Stat Block</p><p>Basher7 Warforged Fighter 2-Battlerager build</p><p>Passive Perception: 18, Passive Insight: 12</p><p>AC:22, Fort:18, Ref:16, Will:14 -- Speed:6</p><p>HP:46/46, Bloodied:23, Surge Value:11 with 9/12 remaining (currently with 0 temp hp)</p><p>Initiative +2</p><p>Action Points: 1, Second Wind: not used</p><p>Fighter Abilities: Battlerager Vigor, Combat Challenge, Combat Superiority</p><p>Powers:</p><p>At-Will: Brash Strike, Crushing Surge, Basic Attack, Ranged Attack</p><p>Encounter: Passing Attack, Warforged Resolve</p><p>Daily: Knee Breaker, Sweeping Blow </p><p>Utility: Boundless Endurance</p><p>+1 Craghammer +2 prof. d10 Hammer Brutal 2 Versatile</p><p>Str. 18, Dex. 12, Con. 16, Int. 10, Wis. 13, Cha. 11</p></blockquote><p></p>
[QUOTE="Scotley, post: 4619374, member: 11520"] [b]Basher 7 Warforged Fighter 3 (Battlerager build from Martial Power)[/b] Str. 18 (+2 race) Con. 16 (+2 race) Dex. 12 Int. 10 Wis. 13 Cha. 11 HP: 46 Bloodied 23 Healing Surges 9+3Con (11) AC: 22 Fort: 18 Reflex: 16 Will: 14 +2 saves vs. ongoing damage Speed: 6 (-1 chainmail) Vision: Normal Passive Perception: 18 Size: Medium (6'4" 282#) Passive Insight: 12 Initiative: +2 Class Features Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +2 Fortitude Battlerager Vigor: Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved). When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have. When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick. Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. Skills Endurance+5trained+2race+3con+1level* Athletics+5trained+4str+1level* Intimidate+5trained+2race+1level Perception+5trained+1wis+1Background+1level Acrobatics+1dex+1level* Insight+1wis+1level *-1 check penalty for chainmail, -1 check penalty for heavy shield Languages Common Elven (background bonus) Feats Weapon Proficiency--Craghammer Weapon Focus--Hammers +1 damage At Will Exploits Brash Strike Fighter Attack 1 [I]With a battle cry, you throw your whole body behind your attack.[/I] At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength + 2 vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier. Effect: You grant combat advantage to the target until the start of your next turn. Crushing Surge Fighter Attack 1 [I]The feel of your weapon crunching against the enemy puts your heart back in the fight.[/I] At-Will ✦ Invigorating*, Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. * Invigorating: If you are trained in the Endurance skill, you gain temporary hit points equal to your Constitution modifier when you hit with a power that has this keyword. No invigorating power grants temporary hit points more than once per turn, even if you hit more than once with the power or use more than one power with the invigorating keyword in a round. Basic Attack Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Ranged attack Standard Action Heavy Thrown weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Encounter Exploits Passing Attack Fighter Attack 1 [I]You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.[/I] Encounter ✦ Martial,Weapon Standard Action Melee weapon Primary Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength + 2 vs. AC Hit: 1[W] + Strength modifier damage. Warforged Resolve Warforged Racial Power [I]You might be bloodied, but the battle is far from over![/I] Encounter Minor Action Personal Special: You must be bloodied to use this power. Effect: You gain a number of temporary hit points equal to 3+ one-half your level. Daily Exploits Knee Breaker Fighter Attack 1 [I]By smashing into your opponent’s legs, you make even the thought of moving painful for him.[/I] Daily ✦ Invigorating, Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends). Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier. Miss: Half damage, and the target is not slowed or immobilized. Sweeping Blow Fighter Attack 3 You put all your strength into a single mighty swing that strikes many enemies at once. Encounter ✦ Martial, Weapon Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC Weapon: If you’re wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier. Hit: 1[W] + Strength modifier damage. Utility Exploits Boundless Endurance Boundless Endurance Fighter Utility 2 You shake off the worst of your wounds. Daily ✦ Healing, Martial, Stance Minor Action Personal Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied. Gear: Chainmail +6 –1 check –1 speed 40gp 40 lb. Wall Armor Level 3 [I]This armor seems far heavier than its constituent material. It becomes as unforgiving as a brick wall at a moment's notice.[/I] Lvl 3 +1 680 gp gp Lvl28 +6 1.115.ooogp Armor: Any Enhancement: AC Power (Daily): Immediate Reaction. Trigger: An enemy hits or misses you with a bull rush or charge attack. Effect: The triggering enemy takes 1d6 damage per plus and is knocked prone. +1 Heavy shield +3 –1 check 15 lb. [attached component] (custom item per DM) A large red '7' is painted on the front. 3x Throwing hammer +2 1d6 5/10 5 gp 2 lb. Hammer Off-hand, heavy thrown Craghammer +2 d10 — 20 gp 6 lb. Hammer Brutal 2, versatile Avalanche Hammer level 4 Enchanted with the essence of elemental earth, this hammer strikes foes like an avalanche. Lvl 4 +1 840 gp Weapon: Hammer (Craghammer) Enhancement: Attack rolls and damage rolls Critical: +1d10 damage per plus, and the target is knocked prone. Property; When you charge an enemy and hit with a melee basic attack using this weapon, the attack deals 1[W]extra damage. Amulet of Resolution Level 2+ [I]Whether the affliction be of mind or body, this mithral necklace gives you a second chance to ward it off.[/I] Lvl 2 +1 520 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower. Backpack (empty) 2 gp 2 lb. Flint and steel 1 gp — Pouch, belt (empty) 1 gp 1/2 lb. Rope, hempen (50 ft.) 1 gp 10 lb. 4x Sunrods 2 gp 2 lb. [attached component] Coins: 1 gp 9 sp 10 cp [sblock=Basic Warforged info] Racial Traits average Height: 6'0"–6'6" average Weight: 270–300 lb. ability scores: +2 Strength, +2 Constitution size: Medium speed: 6 squares Vision: Normal languages: Common skill Bonus: +2 Endurance, +2 Intimidate construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword. living construct: As a living construct, you have the following traits: ✦ You gain a +2 bonus to saving throws against ongoing damage. ✦ You can us attached components and embedded components made for warforged (see Equipment, page 32). ✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect. ✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. ✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total. Warforged Mind: You gain a +1 racial bonus to your Will defense. Warforged Resolve: You can use warforged resolve as an encounter power. [/sblock] Appearance/Personality Basher7 is a tall (6'4") construct of wood and metal. A occasional glimpse of steel cables and hoses can be seen at the joints as he moves. His head is shaped like that of a hammer. Some attempt at human-like features was made by his builders and he has eyebrows that move and his jaw is articulated to move up and down when he speaks. His grin however, is a skull like rictus on his fleshless face. His crystalline eyes glow with a soft blue light as he surveys his surroundings. The designers clearly had battle in mind. His form is draped with chainmail and a heavy shield with an embossed '7' is mounted to his left arm. A massive dwarven-style Craghammer with blunt face and rear facing spike is hung at his side. A bandoleer across his chest is hung with smaller versions of the hammer balanced for throwing. Basher7 was designed to take incredible damage in battle and continue to function. His body is filled with redundant systems and self-repair capability. Despite his coldly efficient fighting form, Basher7 is often childlike in personality. He constructed as an adult, but is only a few years old and relatively inexperienced with the world. He is often fascinated with novel sites and experiences and may stop to examine things others find mundane. He is also given to asking questions about biological functions and may stare at inappropriate times such as when people are engage in such functions. History/Background: Basher7 began his existence in a Thayan mage factory at the dawn of the conflict with Aglarond. The factory was destroyed and the nearly complete Basher7 was found by Aglarondian troops. The neighboring Basher 5, Basher6 and Basher8 were damaged beyond repair. Basher1 though Basher4 had already left the factory to join Thayan forces and Basher7 sometimes wonders what happened to them. Not knowing what else to do Basher7 joined his rescuers without really understanding that they were the enemies of his creators. As the Aglarondian forces were defeated, Basher7 returned home with them to the fortress city of Glarondar. There he mastered his warrior programing and learned how to be a fighter. He also encountered the Thayan refugee community dedicated to freeing Thay from the undead. Basher7 isn't sure what to feel. Should he continue to serve Aglarond or join the refugees and fight to free Thay and perhaps connect with the other warforged of the Basher series. He has never been fully trusted by the Aglarondians. Restless and unsure of what to do he heard tales of troubles in Winterhaven. He has decided to postpone decisions about the future in favor of honing his warrior skills with a proper challenge. Experience Points: 95 Kobold battle on the road 170 role play posts 270-272 242 2nd Kobold battle 310 Kobold Lair 188 Goblins at the entry 1,320 xp adjusted total per the DM 5/16/2010 675 Goblins and Splug 6/19/2010 1250 xp Keep on the Shadowfell wrap up 12/18/2010 150 xp Mountain Ogre fight Feb. 2011. 3,705 official total from the DM June 2011. Mini Stat Block Basher7 Warforged Fighter 2-Battlerager build Passive Perception: 18, Passive Insight: 12 AC:22, Fort:18, Ref:16, Will:14 -- Speed:6 HP:46/46, Bloodied:23, Surge Value:11 with 9/12 remaining (currently with 0 temp hp) Initiative +2 Action Points: 1, Second Wind: not used Fighter Abilities: Battlerager Vigor, Combat Challenge, Combat Superiority Powers: At-Will: Brash Strike, Crushing Surge, Basic Attack, Ranged Attack Encounter: Passing Attack, Warforged Resolve Daily: Knee Breaker, Sweeping Blow Utility: Boundless Endurance +1 Craghammer +2 prof. d10 Hammer Brutal 2 Versatile Str. 18, Dex. 12, Con. 16, Int. 10, Wis. 13, Cha. 11 [/QUOTE]
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