Drinking & Dragons

Difference between revisions of "User:Wizardoest/PCs/W (level 3)"

From Drinking and Dragons
m
m
Line 2: Line 2:
1=D&D 4th Edition
1=D&D 4th Edition
}}
}}
 
{{W}}
== W (ECL3) ==
== W (ECL3) ==
Warlord 3<br/>
Warlord 3<br/>

Revision as of 13:38, 25 September 2008

D20-die.png

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

Level 4
Level 3
Level 2
Level 1

W (ECL3)

Warlord 3
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: 18 (+7 chainmail; +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: 36 (18) Healing Surges (amount) 9 (9)
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.

  • Encounter Powers
    • Warforged Resolve Encounter ✦ Healing (Minor Action; Personal)
      You gain a number of temporary hit points equal to 8 + 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 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.

  • 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.
    • 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.

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.
    • Improved Warforged Resolve [Warforged] Your warforged resolve power grants you an additional 5 temporary hit points.
  • 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.