Drinking & Dragons

Difference between revisions of "User:Wizardoest/PCs/W (level 1)"

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Warlord 1<br/>
Warlord 1<br/>
Unaligned Medium Living Construct<br/>
Unaligned Medium Living Construct<br/>
'''Init''' +0; '''Passive Perception:''' +0<br/>
'''Init''' +2 (Aura incl.); '''Passive Insight/Perception:''' +0<br/>
'''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.
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<hr>
'''AC:''' 16, '''Fort:''' +0, '''Ref''' +0, '''Will''' +0<br/>(+6 chainmail)
'''AC:''' 17, '''Fort:''' 15, '''Ref''' 13, '''Will''' 13<br/>(+6 chainmail; +1 light shield)<br/>
'''HP:''' 26<br/>
'''HP:''' 26 (13) '''Healing Surges (amount)''' 9 (6)<br/>
'''Saves''' +2 vs ongoing damage.
'''Saves''' +2 vs ongoing damage.
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<hr>
'''Speed:''' 5 (6 normal)<br/>
'''Speed:''' 5 (6 normal)<br/>
'''Melee:''' Touch +0 <br/>
'''Melee:''' Longsword +7 (1d8) <br/>
'''Ranged:''' Touch +0 <br/>
'''Ranged:''' Crossbow +2 (1d8) 15/30 squares <br/>
<hr>
<hr>
*'''Daily Powers'''  
*'''Daily Powers'''  
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**'''Warforged Resolve''' Encounter ✦ Healing (Minor Action; Personal)<br/>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.
**'''Warforged Resolve''' Encounter ✦ Healing (Minor Action; Personal)<br/>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)<br/>'''Target:''' You or one ally in burst <br/>'''Effect:''' The target can spend a healing surge and regain an additional 1d6 hit points.<br/>'''Special:''' You can use this power twice per encounter, but only once per round.
**'''Inspiring Word''' Encounter (Special) ✦ Martial, Healing (Minor Action; Close burst 5)<br/>'''Target:''' You or one ally in burst <br/>'''Effect:''' The target can spend a healing surge and regain an additional 1d6 hit points.<br/>'''Special:''' You can use this power twice per encounter, but only once per round.
**'''Warlord’s Favor''' Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''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.<br/>'''Tactical Presence:''' The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.
**'''Warlord’s Favor''' Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''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)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''Hit:''' 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.
**'''Leaf on the Wind''' Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength (+7) vs. AC<br/>'''Hit:''' 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.
 
<hr>
<hr>
*'''At-Will Powers'''
*'''At-Will Powers'''
**'''Wolf Pack Tactics''' At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature <br/>'''Special:''' Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.<br/>'''Attack:''' Strength vs. AC <br/>'''Hit:''' 1[W] + Strength modifier damage.
**'''Wolf Pack Tactics''' At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature <br/>'''Special:''' Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.<br/>'''Attack:''' Strength (+7) vs. AC <br/>'''Hit:''' 1[W] + Strength modifier damage.
**'''Viper’s Strike''' At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''Hit:''' 1[W] + Strength modifier damage.<br/>'''Effect:''' If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
**'''Viper’s Strike''' At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength (+7) vs. AC<br/>'''Hit:''' 1[W] + Strength modifier damage.<br/>'''Effect:''' If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
 
 
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<hr>
'''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'''  
*'''Feats'''  
** '''Warforged Tactics''' You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target.
** '''Warforged Tactics''' You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target.
 
*'''Skills'''
* '''Trained Skills''' (1/2 level + mod + 5)
** Acrobatics -1
** Diplomacy* (Cha)
** Arcana +2
** Endurance* (Con) Add'l +2; -1 armor
** Athletics +3
** Heal* (Wis)
** Bluff +1
** Intimidate* (Cha) Add'l +2
** Diplomacy* +6
* '''Untrained Skills''' (1/2 level + mod)
** Dungeoneering +0
** Acrobatics (Dex) -1 armor
** Endurance* +8
** Arcana (Int)
** Heal* +5
** Athletics (Str) -1 armor
** History +2
** Bluff (Cha)
** Insight +0
** Dungeoneering (Wis)
** Intimidate* +8
** History (Int)
** Nature +0
** Insight (Wis)
** Perception +0
** Nature (Wis)
** Religion +2
** Perception (Wis)
** Stealth -1
** Religion (Int)
** Streetwise +1
** Stealth (Dex) -1 armor
** Thievery -1
** Streetwise (Cha)
** Thievery (Dex) -1 armor
<hr>
<hr>
'''Items''' Gear
'''Items''' Chainmail (40gp); Longsword (15gp); Standard Adv kit (15gp); Crossbow (25gp)<br/>
'''Gold''' 5gp
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*'''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.
*'''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.
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** 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.
** 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.
** 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.

Revision as of 09:57, 19 August 2008

D20-die.png

This character uses rules from:
D&D 4th Edition

W (ECL1)

Warlord 1
Unaligned Medium Living Construct
Init +2 (Aura incl.); Passive Insight/Perception: +0
Aura You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.


AC: 17, Fort: 15, Ref 13, Will 13
(+6 chainmail; +1 light shield)
HP: 26 (13) Healing Surges (amount) 9 (6)
Saves +2 vs ongoing damage.


Speed: 5 (6 normal)
Melee: Longsword +7 (1d8)
Ranged: Crossbow +2 (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.

  • 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 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 (+7) vs. AC
      Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.

  • 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.
    • Viper’s Strike At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)
      Target: One creature
      Attack: Strength (+7) 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.

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.
  • Skills
    • Acrobatics -1
    • Arcana +2
    • Athletics +3
    • Bluff +1
    • Diplomacy* +6
    • Dungeoneering +0
    • Endurance* +8
    • Heal* +5
    • History +2
    • Insight +0
    • Intimidate* +8
    • Nature +0
    • Perception +0
    • Religion +2
    • Stealth -1
    • Streetwise +1
    • Thievery -1

Items Chainmail (40gp); Longsword (15gp); 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.