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'''Abilities''' Str 18 +4 | Dex 11 +0 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1 <br/> | '''Abilities''' Str 18 +4 | Dex 11 +0 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1 <br/> | ||
'''Feats''' Feat | *'''Feats''' | ||
'''Skills''' Diplomacy | **Feat | ||
* '''Trained Skills''' (1/2 level + mod + 5) | |||
** Diplomacy* (Cha) | |||
** Endurance* (Con) Add'l +2 | |||
** Heal* (Wis) | |||
** Intimidate* (Cha) Add'l +2 | |||
* '''Untrained Skills''' (1/2 level + mod) | |||
** Acrobatics (Dex) | |||
** Arcana (Int) | |||
** Athletics (Str) | |||
** Bluff (Cha) | |||
** Dungeoneering (Wis) | |||
** History (Int) | |||
** Insight (Wis) | |||
** Nature (Wis) | |||
** Perception (Wis) | |||
** Religion (Int) | |||
** Stealth (Dex) | |||
** Streetwise (Cha) | |||
** Thievery (Dex) | |||
<hr> | <hr> | ||
'''Items''' Gear | '''Items''' Gear |
Revision as of 15:51, 13 August 2008
W (ECL1)
Warlord 1
Unaligned Medium Living Construct
Init +0; Passive Perception: +0
Aura You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
AC: 10, Fort: +0, Ref +0, Will +0
HP: 26
Saves +2 vs ongoing damage.
Speed: 6
Melee: Touch +0
Ranged: Touch +0
- Daily Powers
- 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 vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier. - Leaf on the Wind Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.
- 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 vs. AC
Hit: 1[W] + Strength modifier damage. - Viper’s Strike At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
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 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
- Feat
- Trained Skills (1/2 level + mod + 5)
- Diplomacy* (Cha)
- Endurance* (Con) Add'l +2
- Heal* (Wis)
- Intimidate* (Cha) Add'l +2
- Untrained Skills (1/2 level + mod)
- Acrobatics (Dex)
- Arcana (Int)
- Athletics (Str)
- Bluff (Cha)
- Dungeoneering (Wis)
- History (Int)
- Insight (Wis)
- Nature (Wis)
- Perception (Wis)
- Religion (Int)
- Stealth (Dex)
- Streetwise (Cha)
- Thievery (Dex)
Items Gear
- 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.
✦