Difference between revisions of "User:Wizardoest/PCs/W (level 2)"
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'''Aura''' You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. | '''Aura''' You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. | ||
<hr> | <hr> | ||
'''AC:''' | '''AC:''' 19 (+7 chainmail; +1 amulet; +1 level)<br/> | ||
'''Fort:''' | '''Fort:''' 17 (+1 warlord; +1 amulet; +4 ability; +1 level)<br/> | ||
'''Ref''' | '''Ref''' 15 (+2 ability; +1 shield; +1 amulet; +1 level)<br/> | ||
'''Will''' | '''Will''' 15 (+1 warlord; +1 racial; +1 amulet; +1 ability; +1 level) | ||
<hr/> | <hr/> | ||
'''HP:''' 31 (15) '''Healing Surges (amount)''' 9 (7)<br/> | '''HP:''' 31 (15) '''Healing Surges (amount)''' 9 (7)<br/> | ||
Line 23: | Line 23: | ||
<hr> | <hr> | ||
'''Speed:''' 5 (6 normal)<br/> | '''Speed:''' 5 (6 normal)<br/> | ||
'''Melee:''' Longsword + | '''Melee:''' Longsword +9 (1d8+1) <br/> | ||
'''Ranged:''' Crossbow +3 (1d8) 15/30 squares <br/> | '''Ranged:''' Crossbow +3 (1d8) 15/30 squares <br/> | ||
<hr> | <hr> | ||
Line 66: | Line 66: | ||
** Thievery +0 | ** Thievery +0 | ||
<hr> | <hr> | ||
'''Items''' Chainmail (40gp); Longsword ( | '''Items''' Chainmail (40gp); Longsword (magic +1); Amulet of Protection +1; Standard Adv kit (15gp); Crossbow (25gp)<br/> | ||
'''Gold''' 5gp | '''Gold''' 5gp | ||
<hr> | <hr> |
Revision as of 12:23, 21 September 2008
W (ECL2)
Warlord 2
Unaligned Medium Living Construct
Init +3 (Aura incl.); Passive Insight/Perception: 11
Aura You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
AC: 19 (+7 chainmail; +1 amulet; +1 level)
Fort: 17 (+1 warlord; +1 amulet; +4 ability; +1 level)
Ref 15 (+2 ability; +1 shield; +1 amulet; +1 level)
Will 15 (+1 warlord; +1 racial; +1 amulet; +1 ability; +1 level)
HP: 31 (15) Healing Surges (amount) 9 (7)
Saves +2 vs ongoing damage.
Speed: 5 (6 normal)
Melee: Longsword +9 (1d8+1)
Ranged: Crossbow +3 (1d8) 15/30 squares
- Daily Powers
- Lead the Attack 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 power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.
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.
- Lead the Attack Daily ✦ Martial,Weapon (Standard Action; Melee weapon)
- Encounter Powers
- Warforged Resolve Encounter ✦ Healing (Minor Action; Personal)
You gain a number of temporary hit points equal to 3 + one-half your level. You can make an Immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level. - Inspiring Word Encounter (Special) ✦ Martial, Healing (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.
Special: You can use this power twice per encounter, but only once per round. - Warlord’s Favor Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength (+8) vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a power bonus equal to 1 + your Intelligence modifier to attack rolls against the target until the end of your next turn. - Leaf on the Wind Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength (+8) vs. AC
Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target. - Knight’s Move Encounter ✦ Martial (Move Action; Ranged 10)
Target: One ally
Effect: The target takes a move action as a free action.
- Warforged Resolve Encounter ✦ Healing (Minor Action; Personal)
- At-Will Powers
- Wolf Pack Tactics 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 (+7) vs. AC
Hit: 1[W] + Strength modifier damage. - Commander’s Strike 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.
- Wolf Pack Tactics At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)
Abilities Str 18 +4 | Dex 11 +0 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1
- Feats
- Warforged Tactics You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target.
- Tactical Assault [Warlord] When an ally who can see you spends an action point to make an attack, the attack’s damage roll gains a bonus equal to your Intelligence modifier (+2).
- Skills
- Acrobatics +0
- Arcana +8
- Athletics +4
- Bluff +2
- Diplomacy* +7
- Dungeoneering +1
- Endurance* +9
- Heal* +6
- History +3
- Insight +1
- Intimidate* +9
- Nature +1
- Perception +1
- Religion +3
- Stealth +0
- Streetwise +2
- Thievery +0
Items Chainmail (40gp); Longsword (magic +1); Amulet of Protection +1; Standard Adv kit (15gp); Crossbow (25gp)
Gold 5gp
- Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
- Living Construct: As a living construct, you have the following traits.
- You can use attached components and embedded components made for warforged.
- You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any combat 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.