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4e Combat Playtest [FULL]
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<blockquote data-quote="Leif" data-source="post: 4578383" data-attributes="member: 48762"><p><strong>Fixing Sharm</strong></p><p></p><p>Sharm</p><p>Minotaur Battlerager Fighter - Dreadnought Paragon Path, Unaligned</p><p>L 20</p><p>Ht: 7’2”</p><p></p><p>Action Points = 1</p><p></p><p>Total HP: 145</p><p>TEMPORARY HP: </p><p>Current damage:</p><p>Bloodied: 72</p><p>Healing Surges: 14 (9+con mod)</p><p>Surge Value: 36</p><p></p><p>S 20 +5</p><p>D 14 +2</p><p>C 21 +5</p><p>I 14 +2</p><p>W 11 +0</p><p>C 16 +3</p><p></p><p>Initiative: +16 = +10 (half-level) +2(dex) +4(Imp. Init.)</p><p></p><p>POWERS</p><p></p><p>At-Will</p><p>*Cleave, L1</p><p>*Crushing Surge, L1</p><p></p><p>Encounter</p><p>*Crushing Blow, L3</p><p>*Inexorable Advance, L11 (paragon)</p><p>*Anvil of Doom, PH81, L13</p><p>*Boggling Smash, L17</p><p></p><p>Daily</p><p>*Victorious Surge, L9</p><p>*Carve Initials, L15</p><p>*Relentless Assailant, L19</p><p>*Line-Breaker Assault, L20 (paragon)</p><p></p><p>Utility</p><p>*Unstoppable - Daily, L2</p><p>*Battle Awareness - No Action, L6</p><p>*Defensive Resurgence - Daily, L10</p><p>*Blood Iron - Daily, L12 (paragon)</p><p>*Bolstering Stride, L16 (MPp16) - Encounter (move ur spd,end adjacent ally. +2d8+con/mod temp. hp)</p><p></p><p>Paragon Features</p><p>*Dreadnought, L11</p><p>*Critical Hardening, L16</p><p></p><p>FEATS</p><p>1 Combat Reflexes (+1 to Attacks of Opportunity)</p><p>2 Fast Runner (+2 to speed when he charges or runs)</p><p>3 Improved Initiative (+4 to initiative checks)</p><p>4 Skill Focus (Athletics)</p><p>5 Long Jumper</p><p>6 Power Attack (+6 damage for paragon tier, -2 attack)</p><p>7 Powerful Charge (+2 damage, +2 Bull Rush on charge)</p><p>8 Skill Focus (Endurance)</p><p>9 Skill Focus (Intimidate)</p><p>10 Defensive Resilience (+1 to all defenses with second wind when bloodied)</p><p>11 Thunder Hammer (enemy is -2 on saves vs. conditions delivered with hammer/mace)</p><p>12 Hammer Rhythm (paragon) (does damage even on a miss with hammer equal to con bonus, 5)</p><p></p><p>SKILLS</p><p>Athletics +21 = +10 one-half level +5 (ability-str) +5 (trained) +3 (feat bonus) -2 armor penalty</p><p>Endurance +25 =+10 one-half level +5 (ability-con) +5 (trained) +3 (feat) +4 (item) -2 armor pen.</p><p>Intimidate +21 = +10 one-half level +3 (ability-cha) +5 (trained) +3 (feat bonus)</p><p>Nature +12 = +10 one-half level +2 racial</p><p>Perception +12 = +10 one-half level +2 racial</p><p></p><p>MELEE ATTACK</p><p>Magic +4 Maul (size large = 2d8 damage)</p><p>+21 Attack = +10(half level)+5(ability, con)+2(proficiency)+4(magic)</p><p></p><p>DEFENSES</p><p>AC = 30 (10+10-half level+10-armor)</p><p>Fort = 32 (10+2+10-half level+5-ability+5-amulet-see below)</p><p>Ref = 27 (10+10-half level+1-ability+5-amulet)</p><p>Will= 28 (10+10-half level+2-ability+5-amulet)</p><p></p><p>ATTACKS</p><p>Maul (Large): +21 = +10(half level)+5(ability)+2(proficiency)+4(magic)</p><p>-Damage = 2d8+5(ability)+4(magic)</p><p>Goring Charge: +17 = +10(half level)+5(ability)+2(proficiency)</p><p>-Damage = 2d6+5(ability)</p><p></p><p>ITEMS</p><p>+4 Dwarven Chainmail</p><p>- +4 to Endurance Checks</p><p>- Heal as a daily free action – regain hp as if you spent a healing surge</p><p>+4 Flaming Maul (Large, dam =2d8)</p><p>- Crit=+4d6</p><p>- Dam dealt is fire damage</p><p>- Daily power, free action – on hit, deal extra 2d6 dam. + ongoing 10 fire dam (save ends)</p><p>Amulet of Protection, +5, +5 to Fort, Ref, and Will Defenses</p></blockquote><p></p>
[QUOTE="Leif, post: 4578383, member: 48762"] [b]Fixing Sharm[/b] Sharm Minotaur Battlerager Fighter - Dreadnought Paragon Path, Unaligned L 20 Ht: 7’2” Action Points = 1 Total HP: 145 TEMPORARY HP: Current damage: Bloodied: 72 Healing Surges: 14 (9+con mod) Surge Value: 36 S 20 +5 D 14 +2 C 21 +5 I 14 +2 W 11 +0 C 16 +3 Initiative: +16 = +10 (half-level) +2(dex) +4(Imp. Init.) POWERS At-Will *Cleave, L1 *Crushing Surge, L1 Encounter *Crushing Blow, L3 *Inexorable Advance, L11 (paragon) *Anvil of Doom, PH81, L13 *Boggling Smash, L17 Daily *Victorious Surge, L9 *Carve Initials, L15 *Relentless Assailant, L19 *Line-Breaker Assault, L20 (paragon) Utility *Unstoppable - Daily, L2 *Battle Awareness - No Action, L6 *Defensive Resurgence - Daily, L10 *Blood Iron - Daily, L12 (paragon) *Bolstering Stride, L16 (MPp16) - Encounter (move ur spd,end adjacent ally. +2d8+con/mod temp. hp) Paragon Features *Dreadnought, L11 *Critical Hardening, L16 FEATS 1 Combat Reflexes (+1 to Attacks of Opportunity) 2 Fast Runner (+2 to speed when he charges or runs) 3 Improved Initiative (+4 to initiative checks) 4 Skill Focus (Athletics) 5 Long Jumper 6 Power Attack (+6 damage for paragon tier, -2 attack) 7 Powerful Charge (+2 damage, +2 Bull Rush on charge) 8 Skill Focus (Endurance) 9 Skill Focus (Intimidate) 10 Defensive Resilience (+1 to all defenses with second wind when bloodied) 11 Thunder Hammer (enemy is -2 on saves vs. conditions delivered with hammer/mace) 12 Hammer Rhythm (paragon) (does damage even on a miss with hammer equal to con bonus, 5) SKILLS Athletics +21 = +10 one-half level +5 (ability-str) +5 (trained) +3 (feat bonus) -2 armor penalty Endurance +25 =+10 one-half level +5 (ability-con) +5 (trained) +3 (feat) +4 (item) -2 armor pen. Intimidate +21 = +10 one-half level +3 (ability-cha) +5 (trained) +3 (feat bonus) Nature +12 = +10 one-half level +2 racial Perception +12 = +10 one-half level +2 racial MELEE ATTACK Magic +4 Maul (size large = 2d8 damage) +21 Attack = +10(half level)+5(ability, con)+2(proficiency)+4(magic) DEFENSES AC = 30 (10+10-half level+10-armor) Fort = 32 (10+2+10-half level+5-ability+5-amulet-see below) Ref = 27 (10+10-half level+1-ability+5-amulet) Will= 28 (10+10-half level+2-ability+5-amulet) ATTACKS Maul (Large): +21 = +10(half level)+5(ability)+2(proficiency)+4(magic) -Damage = 2d8+5(ability)+4(magic) Goring Charge: +17 = +10(half level)+5(ability)+2(proficiency) -Damage = 2d6+5(ability) ITEMS +4 Dwarven Chainmail - +4 to Endurance Checks - Heal as a daily free action – regain hp as if you spent a healing surge +4 Flaming Maul (Large, dam =2d8) - Crit=+4d6 - Dam dealt is fire damage - Daily power, free action – on hit, deal extra 2d6 dam. + ongoing 10 fire dam (save ends) Amulet of Protection, +5, +5 to Fort, Ref, and Will Defenses [/QUOTE]
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