This is the character I'm playing in our gaming group's first 4th Edition game. Dan's running us through The Keep on the Shadowfell and it's a blast so far. I usually DM so it's nice to be able to focus on role-playing. I was trying to imagine what it would be like to have a dragon-like head and not much in the way of lips, and came up with a pretty good voice for Gix. I end up sounding like a cross between Sean Connerey and Admiral Akbar, and it's great fun. He's 3rd level now but here he is as he started.
Gix'vaeri
male dragonborn warlord 1
Hit Points 24
Bloodied 12 Healing Surge 6 Surges Per day 8
Initative +0 Action points_______
Defenses
AC Reflex Fortitude Will
+16 +11 +15 +14
Attacks
Basic Melee Attack: +7 (greatsword) Damage: 1d10+4
Basic Melee Attack: +6 (maul) Damage: 2d6+4
Basic Ranged Attack: +? (shuriken) Damage: 1d4
Racial Traits
Height: 6' 2" Weight: 220 lbs Size: Medium
Speed: 6 squares Vision: normal
Languages: Common, Draconic Alignment: good
Racial Ability:
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.
At Will Powers
Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will ✦ 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: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
Encounter Powers
Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter ✦ Fire
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + 1 damage.
Inspiring Word Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
Guarding Attack Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +4 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.
Daily Powers
Lead the Attack Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a +3 power bonus to attack rolls against the target.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Class Features
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier (3 hp).
Inspiring Word: Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
Ability Score Check Modifier
Str 18 +4
Dex 10 +0
Con 12 +1
Int 13 +1
Wis 11 +0
Cha 16 +3
Skills (Ability) Trained Modifier
Acrobatics (Dex) +0 -1
Arcana (Int) +1
Athletics (Str) Trained +9 -1
Bluff (Cha) +3
Diplomacy (Cha) Trained +8
Dungeoneering (Wis) +0
Endurance (Con) Trained +6
Heal (Wis) Trained +5
History (Int) +3
Insight (Wis) +0
Intimidate (Cha) +5
Nature (Wis) +0
Perception (Wis) +0
Religion (Int) +1
Stealth (Dex) +0 -1
Streetwise (Cha) +3
Thievery (Dex) +0 -1
Feat
Power Attack
Prerequisite: Str 15
Benefit: When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
or...
Arcane Initiate
[Multiclass Wizard]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Ray of Frost)
In addition, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.
Gear
Armor: chainmail
Weapon: greatsword, maul
Adventuring Kit: backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50 ft hempen rope, waterskin
Gold: 0 gp
Friday, August 15, 2008
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