Drinking & Dragons

User:Wizardoest/PCs/David Dac'Angelo

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Revision as of 19:28, 29 March 2009 by Wizardoest (talk | contribs) (not done updating)
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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)
Saves +2 vs ongoing damage.


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.

  • 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.

  • 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.

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.