User:Wizardoest/PCs/W (level 1): Difference between revisions
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[[ | [[User:Wizardoest/PCs/W_(level_2)|Level 2]]<br/> | ||
[[ | [[User:Wizardoest/PCs/W_(level_1)|Level 1]] | ||
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== W (ECL1) == | == W (ECL1) == |
Revision as of 21:27, 21 September 2008
This character uses rules from:
D&D 4th Edition
W (ECL1)
Warlord 1
Unaligned Medium Living Construct
Init +2 (Aura incl.); Passive Insight/Perception: 10
Aura You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
AC: 17 (+7 chainmail)
Fort: 15 (+1 warlord; +4 ability)
Ref 14 (+2 ability; +1 shield)
Will 13 (+1 warlord; +1 racial; +1 ability)
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.
- 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 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.
- 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.
- 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.