User:Wizardoest/PCs/W (level 1): Difference between revisions
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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:''' 16, '''Fort:''' +0, '''Ref''' +0, '''Will''' +0<br/>(+6 chainmail) | ||
'''HP:''' 26<br/> | '''HP:''' 26<br/> | ||
'''Saves''' +2 vs ongoing damage. | '''Saves''' +2 vs ongoing damage. | ||
<hr> | <hr> | ||
'''Speed:''' 6<br/> | '''Speed:''' 5 (6 normal)<br/> | ||
'''Melee:''' Touch +0 <br/> | '''Melee:''' Touch +0 <br/> | ||
'''Ranged:''' Touch +0 <br/> | '''Ranged:''' Touch +0 <br/> | ||
<hr> | <hr> | ||
*'''Daily Powers''' | *'''Daily Powers''' | ||
**'''Lead the Attack''' Daily ✦ Martial,Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''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.<br/>'''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. | |||
<hr> | <hr> | ||
*'''Encounter Powers''' | *'''Encounter Powers''' | ||
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* '''Trained Skills''' (1/2 level + mod + 5) | * '''Trained Skills''' (1/2 level + mod + 5) | ||
** Diplomacy* (Cha) | ** Diplomacy* (Cha) | ||
** Endurance* (Con) Add'l +2 | ** Endurance* (Con) Add'l +2; -1 armor | ||
** Heal* (Wis) | ** Heal* (Wis) | ||
** Intimidate* (Cha) Add'l +2 | ** Intimidate* (Cha) Add'l +2 | ||
* '''Untrained Skills''' (1/2 level + mod) | * '''Untrained Skills''' (1/2 level + mod) | ||
** Acrobatics (Dex) | ** Acrobatics (Dex) -1 armor | ||
** Arcana (Int) | ** Arcana (Int) | ||
** Athletics (Str) | ** Athletics (Str) -1 armor | ||
** Bluff (Cha) | ** Bluff (Cha) | ||
** Dungeoneering (Wis) | ** Dungeoneering (Wis) | ||
Line 53: | Line 53: | ||
** Perception (Wis) | ** Perception (Wis) | ||
** Religion (Int) | ** Religion (Int) | ||
** Stealth (Dex) | ** Stealth (Dex) -1 armor | ||
** Streetwise (Cha) | ** Streetwise (Cha) | ||
** Thievery (Dex) | ** Thievery (Dex) -1 armor | ||
<hr> | <hr> | ||
'''Items''' Gear | '''Items''' Gear |
Revision as of 19:33, 14 August 2008
This character uses rules from:
D&D 4th Edition
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: 16, Fort: +0, Ref +0, Will +0
(+6 chainmail)
HP: 26
Saves +2 vs ongoing damage.
Speed: 5 (6 normal)
Melee: Touch +0
Ranged: Touch +0
- 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 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
- Warforged Tactics You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target.
- Trained Skills (1/2 level + mod + 5)
- Diplomacy* (Cha)
- Endurance* (Con) Add'l +2; -1 armor
- Heal* (Wis)
- Intimidate* (Cha) Add'l +2
- Untrained Skills (1/2 level + mod)
- Acrobatics (Dex) -1 armor
- Arcana (Int)
- Athletics (Str) -1 armor
- Bluff (Cha)
- Dungeoneering (Wis)
- History (Int)
- Insight (Wis)
- Nature (Wis)
- Perception (Wis)
- Religion (Int)
- Stealth (Dex) -1 armor
- Streetwise (Cha)
- Thievery (Dex) -1 armor
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.
✦