Drinking & Dragons

User:Wizardoest/PCs/David Dac'Angelo

From Drinking and Dragons
< User:Wizardoest
Revision as of 00:30, 31 December 2009 by Wizardoest (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
D20-die.png

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.

  • 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.

  • 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.

  • 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 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.