Drinking & Dragons

User:Wizardoest/PCs/W (level 1)

From Drinking and Dragons
< User:Wizardoest
Revision as of 11:33, 14 August 2008 by Wizardoest (talk | contribs) (not done)
D20-die.png

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

W (ECL1)

Warlord 1
Unaligned Medium Living Construct
Init +0; Passive Perception: +0
Aura You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.


AC: 16, Fort: +0, Ref +0, Will +0
(+6 chainmail) HP: 26
Saves +2 vs ongoing damage.


Speed: 5 (6 normal)
Melee: Touch +0
Ranged: Touch +0


  • 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 3 + 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 +2 power bonus to attack rolls against the target until the end of your next turn.
      Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.
    • 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.

  • 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.
    • Viper’s Strike At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)
      Target: One creature
      Attack: Strength vs. AC
      Hit: 1[W] + Strength modifier damage.
      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 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.
  • Trained Skills (1/2 level + mod + 5)
    • Diplomacy* (Cha)
    • Endurance* (Con) Add'l +2; -1 armor
    • Heal* (Wis)
    • Intimidate* (Cha) Add'l +2
  • Untrained Skills (1/2 level + mod)
    • Acrobatics (Dex) -1 armor
    • Arcana (Int)
    • Athletics (Str) -1 armor
    • Bluff (Cha)
    • Dungeoneering (Wis)
    • History (Int)
    • Insight (Wis)
    • Nature (Wis)
    • Perception (Wis)
    • Religion (Int)
    • Stealth (Dex) -1 armor
    • Streetwise (Cha)
    • Thievery (Dex) -1 armor

Items Gear


  • 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.