User:Wizardoest/PCs/David Dac'Angelo
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David Dac'Angelo (ECL2)
Warlord 2
Unaligned Medium Human
Init +7 (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: 21 (+7 chainmail; +2 level; +2 AC)
Fort: 18 (+1 warlord; +4 ability; +2 level; +1 racial)
Ref 18 (+2 ability; +1 shield; +2 level; +1 racial; +2 shield)
Will 15 (+1 warlord; +1 ability; +2 level; +1 racial)
HP: 54 (27) Healing Surges (amount) 9 (13)
Saves +2 vs ongoing damage.
Speed: 5 (6 normal)
Melee: Longsword +10 (1d8+1)
Ranged: Crossbow +4 (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
- 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. - Warlord's Favor Encounter (2x) Martial, Healing (Minor; Close Burst 5)
Target: You or one ally in burst
Effect: Target can spend a healing surge and regain an additional 1d6 hp - Steel monsoon Encounter ✦ Martial,Weapon (Standard Action Melee weapon)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of you can shift 1 square.
Tactical Presence: The number of allies who can shift equals your Intelligence modifier.
- Leaf on the Wind Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)
- 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. - Vipers Strike At-Will Martial, Weapon (Standard Action; Melee Weapon)
Target: One creature
Attack: Str vs AC, 1W+str dmg
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 20 +5 | Dex 11 +0 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1
- Feats
- Improved Toughness, Improved Initiative, Improved Shield Prof (Heavy)
- Skills
- Acrobatics +1
- Arcana +9
- Athletics +5
- Bluff +3
- Diplomacy* +8
- Dungeoneering +2
- Endurance* +8
- Heal* +7
- History +4
- Insight +2
- Intimidate* +8
- Nature +2
- Perception +2
- Religion +4
- Stealth +1
- Streetwise +3
- Thievery +1
Items Chainmail (40gp); Longsword +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.