Name: Hong
Level: 1
XP: 0
Race: Human
Role: Leader
Class: Warlord
Build: Tactical
Source: Martial
Gender: Male
Size: Medium
Age: 24
Height: 6’2”
Weight: 200lbs
Alignment: Unaligned
Deity: Erathis
Initiative: +2 (+2 class)
Action Points: 1
Max Hit Points: 33hp
Bloodied: 16hp
Healing: 8hp
Surges: 7/day
2nd Wind: 1/encounter
Movement: 6
Vision: Normal
Passive Insight: 10
Passive Perception: 10
AC: 16 (+6 armor)
Fort: 17 (+5 str, +1 race, +1 class)
Ref: 13 (+2 int, +1 race)
Will: 12 (+1 race, +1 class)
+5 Str: 20 (+2 race)
+0 Con: 11
+0 Dex: 10
+2 Int: 14
-1 Wis: 8
+0 Cha: 10
Skills:
+0 Acrobatics dex
+2 Arcana int
+10 Athletics str (+5 trnd)
+0 Bluff cha
+5 Diplomacy cha (+5 trnd)
-1 Dungeoneering wis
+0 Endurance con
+4 Heal wis (+5 trnd)
+7 History int (+5 trnd)
-1 Insight wis
+5 Intimidate cha (+5 trnd)
-1 Nature wis
-1 Perception wis
+2 Religion int
+0 Stealth dex
+0 Streetwise cha
+0 Thievery dex
Languages: Common, Giant.
Proficiencies: cloth, leather, hide, & chainmail armor; light shield; simple ranged, simple melee, martial melee
Gold: 20g
Equipment: 80lbs out of 200lbs
-Chainmail Armor +6 AC, 40lbs
-Falchion, 2d4, high crit, 7lbs
-SAK: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. 33lbs
Class Features:
Combat Leader: You and each ally within 10 squares who can see and hear you gains a +2 power bonus to initiative.
Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a +1 (half int) to hit.
Feats:
Action Surge: You gain a +3 to attack rolls gained by spending an action point.
Tactical Assault: When an ally who can see you spends an action point to make an attack, the damage roll gains a +2 (int).
Base Melee Attack: Falchion
+8 vs AC (+5 str, +3 prof)
Hit: 2d4+5 (str), high crit
AT WILL POWERS:
Viper’s Strike: Martial, Weapon
Standard action, melee weapon
Target: One creature
Attack: +8 (str, prof) vs. AC
Hit: 2d4+5 (str)
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Wolf Pack Tactics: Martial, Weapon
Standard action, melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: +8 (str, prof) vs. AC
Hit: 2d4+5 (str).
Commander’s Strike: Martial, Weapon
Standard action, melee weapon
Target: One creature
An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage +2 (int).
ENCOUNTER POWERS:
Inspiring Word: Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor action, Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Warlord’s Favor: Martial, Weapon
Standard action, melee weapon
Target: One creature
Attack: +8 (str, prof) vs. AC
Hit: 4d8+5 (str)
One ally within 5 squares of you gains a +3 (1+int) power bonus to attack rolls against the target until the end of your next turn.
DAILY POWERS:
Lead the Attack: Martial, Weapon
Standard action, melee weapon
Target: One creature
Attack: +8 (str, prof) vs. AC
Hit: 6d8+5 (str)
Hit: Until encounter’s end, you and each ally in 5 squares of you gain a +3 (1+int) power bonus to attacks against the target.
Miss: Until encounter’s end, you and each ally in 5 squares of you gain a +1 power bonus to attack rolls against the target.
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Build time down to 37 minutes.