User:Wizardoest/PCs/David Dac'Angelo
This character uses rules from:
D&D 4th Edition
David Dac'Angelo
Warlord 6
Unaligned Medium Human
Init +8 (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: 23
(+7 scale; +2 hvy shield; +1 magic)
Fort: 20.5
(+1 class; +1 human; +1.5 ability)
Ref 18
(+2 shield; +1 human; +1.5 ability)
Will 16.5
(+1 class; +1 human; +1.5 ability)
HP: 56 (28) Healing Surges (amount) 9 (14)
Speed: 5 (6 normal)
Melee: Longsword [+1] +12.5 (1d8+1+5.5)
Melee: Longspear +10.5 (1d10+5.5)
Ranged: Throwing Hammer +10.5 (1d6+5.5 5/10)
- 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. - Villain’s Nightmare Daily ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, when you are adjacent to the target and it walks or runs, you can cancel that movement as an immediate interrupt.
- Lead the Attack Daily ✦ Martial,Weapon (Standard Action; Melee weapon)
- Encounter Attack Powers
- 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 - 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. - 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.
- Warlord's Favor Encounter (2x) Martial, Healing (Minor; Close Burst 5)
- Encounter Utility Powers
- Knight’s Move Encounter ✦ Martial (Move Action; Ranged 10)
Target: One ally
Effect: The target takes a move action as a free action. - Guide the Charge Encounter ✦ Martial (Immediate Interrupt; Ranged 10)
Trigger: An ally charges
Effect: If the ally hits, he or she adds your Intelligence modifier to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
- Knight’s Move Encounter ✦ Martial (Move Action; Ranged 10)
- 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 21 +5 | Dex 12 +1 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1
- Feats
- Improved Toughness, Improved Initiative, Improved Shield Prof (Heavy); Armor prof (Scale)
- Skills
- Acrobatics +4
- Arcana +5
- Athletics +13.5
- Bluff +4.5
- Diplomacy +9.5
- Dungeoneering +3
- Endurance +5
- Heal +8
- History +5
- Insight +3
- Intimidate +9.5
- Nature +3
- Perception +3
- Religion +5
- Stealth +4
- Streetwise +4.5
- Thievery +4
Items Chainmail (40gp); Longsword +1 and Lightning; Standard Adv kit (15gp); Longspear; Throwing Hammers; Scale dwarf armor; Gauntlets of Ogre Power
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.