Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Ata's 4e Combat Playtest Character Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Leif" data-source="post: 4578831" data-attributes="member: 48762"><p><strong>Sharm Brassback, Minotaur Battlerager Fighter - Dreadnought Paragon Path</strong></p><p></p><p>Sharm Brassback (cousin of Halford's Brudd)</p><p>Minotaur Battlerager Fighter - Dreadnought Paragon Path, Unaligned</p><p>L 20, Ht: 7’2”</p><p></p><p>I NEED TO REMIND ATA ABOUT SHARM'S UNFAILING RESOURCES POWER THAT INCREASES HIS HP BY 10 WHEN WE GET TO THE SECOND ENCOUNTER!!</p><p><s>I STILL NEED TO INCLUDE SHARM'S BATTLERAGER BONUS TO DAMAGE FOR WEARING CHAINMAIL!!</s> Got it done!</p><p></p><p>[sblock=Sharm's sheet]</p><p>Action Points = 1</p><p></p><p>Total HP: 145 +10 for Unfailing Resources = 155</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 (Invigorating - grants Sharm +5 temp hp) (MP p. 7)</p><p></p><p>Encounter</p><p>u*Crushing Blow, L3 </p><p>*Inexorable Advance, L11 (paragon) S vs. AC, 2 attacks (different opponents, can shift 1 square between) Hit:1[w]+str mod+con mod</p><p>u*Anvil of Doom, PH81, L13 S vs. AC, hit: 2[w]+str mod, and target is STUNNED until end of my next turn </p><p>u*Boggling Smash, L17 MP17, hit: 3[w]+str mod+ con mod, and target is -2 to attack rolls until end of my next turn and target is also dazed until the end of my next turn</p><p></p><p>Daily</p><p>*Victorious Surge, L9 hit: 3[w]+str mod and I regain hp as if I had spent a HS</p><p>*Carve Initials, L15 hit: 4[w]+str mod, target marked until end of encounter or I fall unconscious, this mark may not be superseded!</p><p>u*Relentless Assailant, L19 (used for day1) Invigorating (grants Sharm +5 temp hp)</p><p>*Line-Breaker Assault, L20 (paragon) hit: 3[w]+str mod and slide target 1 square, target is dazed(save ends) and I gain Resist 5 to all damage until the start of my next turn</p><p></p><p>Utility</p><p>*Unstoppable - Daily, L2 Minor Action, gain 2d6+5 temp hp</p><p>*Battle Awareness - No Action, L6</p><p>*Defensive Resurgence - Daily, L10</p><p>*Blood Iron - Daily, L12 (paragon) trigger=I become bloodied. Using this power grants me Resist 5 to all damage for the remainder of the encounter</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, when Sharm spends an action point he gains Resist 10 to all damage until the start of his next turn</p><p>*Unfailing Resources L11, max hp value increases by 10, and can take 10 damage to automatically save against any effect that a save can end</p><p>*Critical Hardening L16, when Sharm scores a crit he gains resist 10 to all damage until the end of his next turn</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>Battlerager Vigor: +2 Damage w/ melee weapon whenever he has temp hp</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><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 4578831, member: 48762"] [b]Sharm Brassback, Minotaur Battlerager Fighter - Dreadnought Paragon Path[/b] Sharm Brassback (cousin of Halford's Brudd) Minotaur Battlerager Fighter - Dreadnought Paragon Path, Unaligned L 20, Ht: 7’2” I NEED TO REMIND ATA ABOUT SHARM'S UNFAILING RESOURCES POWER THAT INCREASES HIS HP BY 10 WHEN WE GET TO THE SECOND ENCOUNTER!! [s]I STILL NEED TO INCLUDE SHARM'S BATTLERAGER BONUS TO DAMAGE FOR WEARING CHAINMAIL!![/s] Got it done! [sblock=Sharm's sheet] Action Points = 1 Total HP: 145 +10 for Unfailing Resources = 155 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 (Invigorating - grants Sharm +5 temp hp) (MP p. 7) Encounter u*Crushing Blow, L3 *Inexorable Advance, L11 (paragon) S vs. AC, 2 attacks (different opponents, can shift 1 square between) Hit:1[w]+str mod+con mod u*Anvil of Doom, PH81, L13 S vs. AC, hit: 2[w]+str mod, and target is STUNNED until end of my next turn u*Boggling Smash, L17 MP17, hit: 3[w]+str mod+ con mod, and target is -2 to attack rolls until end of my next turn and target is also dazed until the end of my next turn Daily *Victorious Surge, L9 hit: 3[w]+str mod and I regain hp as if I had spent a HS *Carve Initials, L15 hit: 4[w]+str mod, target marked until end of encounter or I fall unconscious, this mark may not be superseded! u*Relentless Assailant, L19 (used for day1) Invigorating (grants Sharm +5 temp hp) *Line-Breaker Assault, L20 (paragon) hit: 3[w]+str mod and slide target 1 square, target is dazed(save ends) and I gain Resist 5 to all damage until the start of my next turn Utility *Unstoppable - Daily, L2 Minor Action, gain 2d6+5 temp hp *Battle Awareness - No Action, L6 *Defensive Resurgence - Daily, L10 *Blood Iron - Daily, L12 (paragon) trigger=I become bloodied. Using this power grants me Resist 5 to all damage for the remainder of the encounter *Bolstering Stride, L16 (MPp16) - Encounter (move ur spd,end adjacent ally. +2d8+con/mod temp. hp) Paragon Features *Dreadnought, L11, when Sharm spends an action point he gains Resist 10 to all damage until the start of his next turn *Unfailing Resources L11, max hp value increases by 10, and can take 10 damage to automatically save against any effect that a save can end *Critical Hardening L16, when Sharm scores a crit he gains resist 10 to all damage until the end of his next turn 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) Battlerager Vigor: +2 Damage w/ melee weapon whenever he has temp hp 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 [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ata's 4e Combat Playtest Character Thread
Top