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DWARF PALADIN

Name: _________________________ Gender: ______

A proud heir of House Kundarak and champion of the Sover-


eign Host, you use your dragonmark to protect the weak and
innocent from the depredations of evil, not just to ward the
riches of the wealthy. This puts you at odds with some mem-
bers of your house, but you were meant to ward, and called
by the gods to a higher purpose.
Level 2
Hit Points 41 __________________________________
Bloodied 20 Healing Surge 10 Surges Per Day 12
Initiative +1 ________ Action Points _______

Defenses
AC Fortitude Reflex Will
22 15 15 16

Attacks
Melee Basic Attack: +5 (+1 frost warhammer) vs. AC
Damage: 1d10 + 2

At-Will Attack Powers Daily Attack Power


Radiant Delirium Paladin Attack 1
Bolstering Strike Paladin Attack 1
You engulf your enemy in searing ribbons of radiance.
You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor. Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 5
At-Will ✦ Divine, Weapon
Target: One creature
Standard Action Melee weapon
Attack: +7 vs. Reflex
Target: One creature
Hit: 3d8 + 3 radiant damage, and the target is dazed until
Attack: +7 vs. AC
the end of your next turn. In addition, the target takes a –2
Hit: 1d10 + 4 damage, and you gain 3 temporary hit points.
penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of
Enfeebling Strike Paladin Attack 1 your next turn.
Your brutal weapon attack leaves your foe weakened.
At-Will ✦ Divine, Weapon Utility Powers
Standard Action Melee weapon
Target: One creature
Divine Challenge Paladin Feature
Attack: +7 vs. AC
Hit: 1d10 + 4 damage. If you marked the target, it takes a –2 You boldly confront a nearby enemy, searing it with divine light if
penalty to attack rolls until the end of your next turn. it ignores your challenge.
At-Will ✦ Divine, Radiant
Minor Action Close burst 5
Encounter Attack Power Target: One creature in burst
Effect: You mark the target. The target remains marked until
Shielding Smite Paladin Attack 1 you use this power against another target, or if you fail to
A translucent golden shield forms in front of a nearby ally as you engage the target (see below). A creature can be subject to
attack with your weapon. only one mark at a time. A new mark supersedes a mark
that was already in place.
Encounter ✦ Divine, Weapon
While a target is marked, it takes a –3 penalty to attack rolls for
Standard Action Melee weapon
any attack that doesn’t include you as a target. Also, it takes 6
Target: One creature
radiant damage the first time it makes an attack that doesn’t
Attack: +7 vs. AC
include you as a target before the start of your next turn.
Hit: 2d10 + 4 damage.
See Player’s Handbook, page 91, for more information.
Effect: Until the end of your next turn, one ally within 5
RON SPENCER

squares of you gains a +4 power bonus to AC.

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Theo Miller (order #4358806) 7
Divine Mettle Paladin Feature Ability Check Ability Check
Your unswerving faith in your deity empowers a nearby creature to Scores Modifier Scores Modifier
resist a debilitating affliction. Str 12 +2 Int 10 +1
Encounter ✦ Divine Con 15 +3 Wis 16 +4
Minor Action Close burst 10 Dex 11 +1 Cha 16 +4
Channel Divinity: You can use only one channel divinity
power per encounter
Target: One creature in burst
Feats
Effect: The target makes a saving throw with a +3 bonus. Mark of Warding: When you use a power that grants a
bonus to one or more defenses, increase the bonus by 1
Divine Strength Paladin Feature (already included).
You petition your deity for the divine strength to lay low your When you mark a creature and that creature makes
enemies. an attack that doesn’t include you, it takes a –3 penalty
Encounter ✦ Divine to that attack instead of the normal –2 penalty (already
Minor Action Personal included).
Channel Divinity: You can use only one channel divinity
power per encounter You can master and perform rituals in the warding
Effect: You gain a +1 bonus to your damage with your next category and the Fluid Funds, Knock, and Leomund’s
attack this turn. Secret Chest rituals as if you had the Ritual Caster feat.
Toughness: Gain 5 additional hit points (already included).
Lay On Hands Paladin Feature
Your divine touch instantly heals wounds. Key Skills Modifier Passive
At-Will ✦ Divine, Healing Insight +9 19
Minor Action Melee touch Perception +4 14
Special: You can use this power 3 times per day, but only once
per round. Trained Skills Modifier Trained Skills Modifier
Target: One creature Endurance +7 Insight +9
Effect: You spend a healing surge but regain no hit points. History +6 Religion +6
Instead, the target regains hit points as if it had spent a
healing surge. You must have at least one healing surge
remaining to use this power. Gear
Armor: +1 dwarven plate armor, heavy shield
Sacred Circle Paladin Utility 2 Weapon: +1 frost warhammer
You trace a circle around you with your hand, and it quickly
Neck Slot: +1 amulet of protection
expands into a wide circle of faintly glowing runes that glows
brightly and protects you and your close allies. Adventurer’s Kit: This kit includes: a backpack, a bedroll,
Daily ✦ Divine, Implement, Zone flint and steel, a belt pouch, two sunrods, ten days worth
Standard Action Close burst 3 of trail rations, 50 feet of hempen rope, and a waterskin.
Effect: The burst creates a zone that, until the end of the Holy Symbol of the Sovereign Host
encounter, gives you and allies within it a +2 power bonus
to AC.
Dwarven Armor Level 2
Crafted by the finest dwarf armorsmiths, this armor was once only
Racial Traits available to dwarves, though now some armors-miths will create a
Speed: 5 squares Vision: Low-light vision set for whoever can pay the price.
Languages: Common, Dwarven Alignment: Good Enhancement: +1 AC
Property: Gain a +1 item bonus to Endurance checks.
Cast-Iron Stomach: +5 racial bonus to saving throws Power (Daily ✦ Healing): Free Action. Regain hit points as if
against poison you had spent a healing surge.
Dwarven Resilience: You can use your second wind as a
minor action. Frost Weapon Level 3
Stand Your Ground: When an effect forces you to move— A thin layer of frost coats the business end of this weapon.
through a push, a pull, or a slide—you move 1 square Enhancement: +1 attack rolls and damage rolls
less than the effect specifies. Critical: +1d6 cold damage
Power (At-Will ✦ Cold): Free Action. All damage dealt by
In addition, when an attack would knock you prone, this weapon is cold damage. Another free action returns the
you can make an immediate saving throw to avoid damage to normal.
falling prone. Power (Daily ✦ Cold): Free Action. Use this power when you
hit with the weapon. The target takes 1d8 cold damage and
is slowed until the end of your next turn.

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Theo Miller (order #4358806) 7
HUMAN ARTIFICER

Name: ________________________ Gender: ________

Trained in the forgeholds of House Cannith, you have spent your


life putting your Mark of Making to good use. You always have
the best interests of House Cannith at heart.

Level 2
Hit Points 31 ____________________________________
Bloodied 15 Healing Surge 7 Surges Per Day 9
Initiative +2 ___________ Action Points _______

Defenses
AC Fortitude Reflex Will
18 16 17 15

Attacks
Melee Basic Attack: +4 (mace) vs. AC
Damage: 1d8 + 1
Ranged Basic Attack: +5 (+1 flameburst crossbow) vs. AC
Damage: 1d8 + 2

At-Will Attack Powers


Aggravating Force Artificer Attack 1
When your infused weapon strikes an enemy, the weapon
unleashes a force that rattles the foe. Thundering Armor Artificer Attack 1
At-Will ✦ Arcane, Force, Weapon Thunder ripples outward from your implement, coalescing around
Standard Action Melee or ranged weapon you or an ally before focusing its might on a nearby enemy.
Target: One creature At-Will ✦ Arcane, Implement, Thunder
Attack: +8 vs. AC Standard Action Close burst 10
Hit: 1d8 + 5 force damage, and the next ally to attack the Primary Target: You or one ally in burst
target before the end of your next turn gains a +2 power Effect: The primary target gains a +1 power bonus to AC un-
bonus to the attack roll. til the end of your next turn. Make an attack.
If you use this power with your mace, your attack bonus is +7 Secondary Target: One creature adjacent to the primary
and your damage is 1d8 + 4. target in burst
Attack: +6 vs. Fortitude
Magic Weapon Artificer Attack 1 Hit: 1d8 + 5 thunder damage, and you push the secondary
target 1 square away from the primary target.
Your attack issues a burst of magical energy that enhances the
weapons of allies close to you.
At-Will ✦ Arcane, Weapon Encounter Attack Power
Standard Action Melee or ranged weapon
Target: One creature Burning Weapons Artificer Attack 1
Attack: +9 vs. AC
Flames dance across the weapons that you and your comrades
Hit: 1d8 + 5 damage, and each ally adjacent to you gains a
wield.
+1 power bonus to attack rolls and a +2 bonus to damage
rolls until the end of your next turn. Encounter ✦ Arcane, Fire, Weapon
If you use this power with your mace, your attack bonus is +8 Standard Action Melee or Ranged weapon
and your damage is 1d8 + 4. Target: One creature
Attack: +8 vs. AC
Hit: 1d8 + 5 fire damage. Until the end of your next turn, you
and any ally within 2 squares of you deals 2 extra fire dam-
age with weapon or fire attacks.
If you use this power with your mace, your attack bonus is +7
U LT I Z E N G A M E S

and your damage is 1d8 + 4.

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Theo Miller (order #4358806) 7
Daily Attack Power Ability Check Ability Check
Scores Modifier Scores Modifier
Life-Tapping Darts Artificer Attack 1 Str 12 +2 Int 18 +5
Con 14 +3 Wis 12 +2
You launch a magical dart at an ally and a foe. The dart that
strikes the foe transfers vitality to your comrade in a golden flash. Dex 12 +2 Cha 10 +1
Daily ✦ Arcane, Implement
Standard Action Ranged 10 Feats
Target: One creature
Mark of Making: You can create magic items and
Attack: +6 vs. Reflex
Hit: 2d10 + 4 damage, and one ally within 10 squares of you
alchemical items of your level + 2 and lower, instead
gains 10 temporary hit points. of your level and lower as normal. The component cost
Miss: Half damage, and one ally within 10 squares of you gains remains equal to the price of the magic item or alchem-
5 temporary hit points. ical item you create.
Ritual Caster: Master and perform rituals.
Utility Powers Alchemist: Master alchemical formulas.
Potent Restorables: When you use a power with the
Curative Admixture Artificer Feature
healing keyword, the target regains 2 extra hit points
You use the magic of your infusion to heal the wounds of your
(already included).
target.
Encounter (Special) ✦ Arcane, Healing
Key Skills Modifier Passive
Minor Action Close burst 5
Insight +2 12
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge Perception +7 17
value + 3, and you expend an infusion crafted with your
Healing Infusion class feature. Trained Skills Modifier Trained Skills Modifier
Healing Infusion: You can use two Healing Infusion powers Arcana +10 History +10
per encounter, but only once per round. Dungeoneering +7 Perception +7
Heal +7 Thievery +7
Resistive Formula Artificer Feature
You channel the energy of your infusion into your target’s armor,
providing lasting protection.
Gear
Encounter (Special) ✦ Arcane
Armor: +1 magic leather armor
Minor Action Close burst 5 Weapon: +1 f lameburst crossbow
Target: You or one ally in burst
Implement: +1 rod of repair
Effect: The target gains a +1 power bonus to AC until the end
of the encounter, and you expend an infusion crafted with Neck Slot: +1 cloak of resistance
your Healing Infusion class feature. The target can end the Adventurer’s Kit: This kit includes: a backpack, a bedroll,
bonus as a free action to gain temporary hit points equal to
flint and steel, a belt pouch, two sunrods, ten days worth
its healing surge value + 2.
Healing Infusion: You can use two Healing Infusion powers
of trail rations, 50 feet of hempen rope, and a waterskin.
per encounter, but only once per round.
Flameburst Weapon Level 3
Restorative infusion Artificer Utility 2 This ranged weapon packs a fiery surprise.
You infuse a comrade with a restorative compound. That ally can Enhancement: +1 attack rolls and damage rolls
then redirect excess vitality to your other allies. Critical: +1d6 fire damage
Power (Daily ✦ Fire): Minor Action. The next ranged basic
Daily ✦ Arcane
attack you make with this weapon before the end of your
Minor Action Ranged 5
turn becomes a burst 1 centered on the target. Use your
Target: You or one ally
normal attack bonus for the basic attack, but against Reflex.
Effect: The target gains 20 temporary hit points. As a
Instead of normal damage, each target hit takes ongoing 5
minor action, the target can transfer any number of these
fire damage (save ends).
temporary hit points to an ally within 5 squares of him or
her.
Rod of Repair Level 2
The elemental runes on this thick baton mark it as an artificer’s
Racial Traits implement. It augments spells that protect against energy.
Speed: 6 squares Vision: Normal Enhancement: +1 attack rolls and damage rolls
Languages: Common, Alignment: Unaligned Critical: +1d6 damage
Property: Whenever you use an artificer power that has the
Dwarven
healing keyword, you regain 1 hit point.

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Theo Miller (order #4358806) 7
HALF-ELF SORCERER

Name: _______________________ Gender: ________

Though the Mark of Storm is on your skin, House Lyrandar


does not own your soul. You are as free as the storm that
flows through your veins—as wild and as dangerous.

Level 2
Hit Points 31 ___________________________________
Bloodied 15 Healing Surge 7 Surges Per Day 8
Initiative +2 __________ Action Points _______

Defenses
AC Fortitude Reflex Will
14 14 13 18

Attacks
Melee Basic Attack: +6 (+1 staff) vs. AC
Damage: 1d8 + 3

At-Will Attack Powers


Burning Spray Sorcerer Attack 1
You fling your arm in a wide arc, casting liquid fire at your foes.
At-Will ✦ Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: +6 vs. Reflex
Hit: 1d8 + 7 fire damage, and the next enemy that hits you
with a melee attack before the end of your next turn takes
2 fire damage. Encounter Attack Powers
Storm Walk Sorcerer Attack 1 Thunder Slam Sorcerer Attack 1
The thunder of your steps batters your foe. A shock wave of sound slams into the enemy.
At-Will ✦ Arcane, Implement, Thunder Encounter ✦ Arcane, Implement, Thunder
Standard Action Ranged 10 Standard Action Ranged 10
Target: One creature Target: One creature
Attack: +6 vs. Fortitude Attack: +6 vs. Fortitude
Hit: 1d8 + 8 thunder damage, and you slide the target 1 Hit: 2d10 + 8 thunder damage, you push the target 3
square. squares, and you slide the target 1 square.
Effect: Before or after the attack, you shift 1 square.
Thunderwave Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the
ground.
At-Will ✦ Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: +2 vs. Fortitude
Hit: 1d6 + 4 thunder damage, you push the target a number
of squares equal to your Wisdom modifier, and you slide
the target 1 square.
B E N WO OT T E N

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Theo Miller (order #4358806) 7
Daily Attack Power Feats
Mark of Storm: When you hit a creature with a power
Lightning Breath Sorcerer Attack 1 that has the thunder or lightning keyword, you can
You exhale a blast of lightning at your foes. The lightning then slide the target 1 square. When you grant yourself a fly
forms a ring around you, repelling nearby attackers. speed, gain a +1 bonus to that speed.
Daily ✦ Arcane, Implement, Lightning
You can master and perform the Endure Elements,
Standard Action Close blast 3
Target: Each creature in blast
Enhance Vessel, Summon Winds, and the Water Walk
Attack: +6 vs. Reflex rituals as if you had the Ritual Caster feat.
Hit: 3d8 + 8 lightning damage and you slide the target 1 Raging Storm: +1 damage with lightning or thunder
square. power.
Miss: Half damage.
Effect: Until the end of your next turn, whenever an enemy
Key Skills Modifier Passive
hits you with a melee attack, you push that enemy 1 square
and it takes 5 lightning damage. Insight +3 13
Sustain Minor: The effect persists. Perception +1 11

Trained Skills Modifier Trained Skills Modifier


Utility Powers
Arcana +6 Intimidate +10
Athletics +8 Nature +6
Unseen Aid Sorcerer Utility 2
Invisible forces aid you in mysterious ways.
Encounter ✦ Arcane
Gear
Minor Action Personal Armor: +1 repulsion cloth armor
Effect: You gain a +2 bonus to a skill check you make this
Weapon/Implement: +1 magic staff
turn.
Neck Slot: +1 safewing amulet
Class Features Adventurer’s Kit: This kit includes: a backpack, a bed-
roll, flint and steel, a belt pouch, two sunrods, ten days
Dragon Soul: You gain resist 5 to lightning. Your arcane
worth of trail rations, 50 feet of hempen rope, and a
powers ignore any target’s resistance to lightning up to
waterskin.
5.
Scales of the Dragon: The first time you become blood- Repulsion Armor Level 2
ied in an encounter, you gain a +2 bonus to AC until the Inlaid with esoteric runes, this armor can repel even the most per-
end of the encounter. sistent foes.
Enhancement: +1 AC
Racial Traits Power (Daily): Minor Action. Whenever an enemy moves
into an adjacent square, you can push that enemy 1 square
Speed: 6 squares Vision: Normal
as an immediate reaction. This power lasts until the end of
Languages: Common, Elven, Primordial Alignment: the encounter.
Unaligned
Group Diplomacy: Allies within 10 squares get a +1 Safewing Amulet Level 3
bonus to Diplomacy checks. This orange amulet reduces the damage you suffer when falling.
Item Slot: Neck
Ability Check Ability Check Enhancement: +1 Fortitude, Reflex, and Will
Property: When falling, reduce the distance by 10 feet for the
Scores Modifier Scores Modifier
purpose of calculating damage. You always land on your feet
Str 14 +3 Int 11 +1
after a fall.
Con 14 +3 Wis 10 +1
Dex 13 +2 Cha 18 +5

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Theo Miller (order #4358806) 7
KALASHTAR INVOKER

Name: ________________________ Gender: ________

Many kalashtar look forward to a new age, when il-Yannah, the


Great Light, will rise dominant once again. Through your divine
magic, you invoke the first age of light, before the Dreaming
Dark had come into being.
Level 2
Hit Points 27 _________________________________
Bloodied 13 Healing Surge 6 Surges Per Day 7
Initiative +0 __________ Action Points _______

Defenses
AC Fortitude Reflex Will
17 13 14 16
Resist 6 psychic, 5 necrotic

At-Will Attack Powers


Sun Strike Invoker Attack 1
A beam of radiant energy extends from your hands to bathe a foe
in searing light and force it to move.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +6 vs. Reflex
Hit: 1d8 + 5 radiant damage, and you slide the target 1
square.
Special: You can use this power as a ranged basic attack.
Rebuke Undead Invoker Feature
Vanguard’s Lightning Invoker Attack 1
Undead flee and then cower in your presence, their bodies seared
Bolts of divine lightning arc from your hands to scorch the area by divine light.
before you. The bolts linger, ready to avenge any attacks made by
Encounter (Special) ✦ Divine, Implement, Radiant
your foes.
Standard Action Close burst 5
At-Will ✦ Divine, Implement, Lightning Channel Divinity: You can use only one channel divinity
Standard Action Area burst 1 within 10 power per encounter.
Target: Each creature in burst Target: Each undead creature in blast
Attack: +6 vs. Reflex Attack: +6 vs. Will
Hit: 1d6 + 5 lightning damage. Whenever the target makes Hit: 1d10 + 5 radiant damage. You push the target 2 squares,
an opportunity attack before the end of your next turn, the and it is dazed until the end of your next turn.
target takes 2 lightning damage. Miss: Half damage.

Encounter Attack Powers Daily Attack Power


Blades of Astral Fire Invoker Attack 1 Purging Flame Invoker Attack 1
Gleaming blades of radiant energy appear and strike your foes. Divine fire washes over your foe, burning not only its physical
The blades then transform into spectral shields that protect your form but the very stuff of its soul.
allies.
Daily ✦ Divine, Fire, Implement
Encounter ✦ Divine, Implement, Radiant Standard Action Ranged 10
Standard Action Area burst 1 within 10 Target: One creature
Target: Each enemy in burst Attack: +6 vs. Reflex
Attack: +6 vs. Reflex Hit: 1d10 + 5 fire damage, and ongoing 10 fire damage (save
Hit: 1d6 + 5 radiant damage. ends).
Effect: Each ally in the burst gains a +3 power bonus to AC Miss: Half damage, and ongoing 5 fire damage (save ends).
J I M PAV E L EC

until the end of your next turn.

27
Theo Miller (order #4358806) 7
Utility Powers Racial Traits
Speed: 6 squares Vision: Normal
Bastion of Mental Clarity Kalashtar Racial Power
Languages: Common Alignment: Lawful Good
You erect a psychic shield to protect your mind from assault, and
you ward your allies as well. Telepathy: You can communicate telepathically with any
Encounter
creature within 5 squares that has a language.
Immediate Interrupt Close burst 5 Dual Soul: At the start of your turn, you can make a
Trigger: An enemy hits or misses you with an attack against saving throw against each effect currently rendering
your Will. you dazed or dominated. If you fail the saving throw,
Target: You and each ally in burst
you do not make a saving throw against the effect at the
Effect: Each target gains a +4 power bonus to Will until the
end of your next turn.
end of your turn.

Ability Check Ability Check


Preserver’s Rebuke Invoker Feature
Scores Modifier Scores Modifier
You call upon the gods to punish the enemy that dares harm those
Str 10 +1 Int 14 +3
entrusted to your care.
Con 13 +2 Wis 18 +5
Encounter (Special) ✦ Divine
Dex 11 +1 Cha 14 +3
Immediate Reaction Personal
Channel Divinity: You can use only one channel divinity
power per encounter. Feats
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a +2 bonus
Light Within: You can use the light within channel divin-
to your next attack roll against the triggering enemy. ity power.
Quori Shield: You gain resist 6 to psychic damage.
Light Within Feat Power
An arc of light shoots from your chest and falls to the ground. Key Skills Modifier Passive
Encounter ✦ Divine, Implement, Healing, Zone Insight +10 20
Minor Action Ranged 5 Perception +5 15
Channel Divinity: You can use only one channel divinity
power per encounter.
Trained Skills Modifier Trained Skills Modifier
Effect: You spend a healing surge, and a zone of healing light
Arcana +8 Insight +10
appears in an unoccupied square within range. Until the
end of your next turn, any ally that ends its turn within the History +8 Religion +8
zone regains hit points equal to your healing surge value.
In addition, all squares within 10 squares of the zone are Gear
illuminated by bright light until the end of your next turn.
Armor: +1 chainmail of resistance (resist 5 necrotic)
Wall of Light Invoker Utility 2 Implement: +1 rod of hope triumphant
You transform divine energy into the form of a long, glowing wall. Neck Slot: +1 amulet of protection
Daily ✦ Conjuration, Divine Adventurer’s Kit: This kit includes: a backpack, a bed-
Minor Action Area wall 5 within 10 roll, flint and steel, a belt pouch, two sunrods, ten days
Effect: You conjure a wall of divine energy. The wall is 1
worth of trail rations, 50 feet of hempen rope, and a
square high, and it lasts until the end of your next turn.
While within the wall, any ally gains a +1 power bonus to
waterskin.
AC, and each ally who starts his or her turn in the wall gains
5 temporary hit points. Rod of Hope Triumphant Level 2
Sustain Minor: The wall persists. As your foe falls, the divine power of this rod invigorates you, for
justice has been served.
Class Features Enhancement: +1 to attack rolls and damage rolls
Critical: +1d6 damage
Covenant of Preservation: When you use a divine Property: When you reduce any enemy to 0 hit points with a
encounter or daily attack power on your turn, you can divine attack power using this rod, you gain 1 temporary hit
slide an ally within 10 squares of you 1 square. point.

28
Theo Miller (order #4358806) 7
WARFORGED FIGHTER

Name: ________________________________________

Fighting for Aundair in the Last War, you learned how to


knock people down and make sure they stay down. Since the
war ended, you’ve discovered that people pay pretty well for
sheer brute strength. You’re capable of more, of course, but war is
what you were made for. Isn’t it?

Level 2
Hit Points 37 ________________________________
Bloodied 18 Healing Surge 9 Surges Per Day 12
Initiative +2 ____________ Action Points _______

Defenses
AC Fortitude Reflex Will
19 18 13 14

Attacks
Melee Basic Attack: +10 vs. AC
(+1 inescapable greatsword)
Damage: 1d10 + 5

At-Will Attack Powers


Crushing Surge Fighter Attack 1 Daily Attack Power
The feel of your weapon crunching against the enemy puts your
heart back in the fight. Brute Strike Fighter Attack 1
At-Will ✦ Invigorating*, Martial, Weapon You shatter armor and bone with a ringing blow.
Standard Action Melee weapon
Daily ✦ Martial, Reliable, Weapon
Target: One creature
Standard Action Melee weapon
Attack: +10 vs. AC
Target: One creature
Hit: 1d10 + 5 damage.
Attack: +10 vs. AC
* If you hit, you also gain 3 temporary hp.
Hit: 3d10 + 5 damage.

Reaping Strike Fighter Attack 1


You punctuate your scything attacks with wicked jabs and small
Utility Powers
cutting blows that slip through your enemy’s defenses.
At-Will ✦ Martial, Weapon
Warforged Resolve Warforged Racial Power
Standard Action Melee weapon It’s difficult to take you down, even when you’re faltering.
Target: One creature Encounter ✦ Healing
Attack: +10 vs. AC Minor Action Personal
Hit: 1d10 + 5 damage. Effect: You gain 4 temporary hit points and can make a sav-
Miss: The target takes 6 damage. ing throw against one effect on you that deals ongoing
damage. If you are bloodied, you also regain 4 hit points.
Encounter Attack Power
Unstoppable Fighter Utility 2
Spinning Sweep Fighter Attack 1 You let your adrenaline surge carry you through the battle.
You spin beneath your enemy’s guard with a long, powerful cut. Daily ✦ Healing, Martial
Minor Action Personal
Encounter ✦ Martial, Weapon
Effect: You gain 2d6 + 3 temporary hit points.
Standard Action Melee weapon
Target: One creature
DA N PA N OS I A N

Attack: +10 vs. AC


Hit: 1d10 + 5 damage, and you knock the target prone.

29
Theo Miller (order #4358806) 7
Class Features Feats
Combat Challenge: Every time you attack an enemy, Warforged Tactics: +1 to melee attack rolls against a foe
whether the attack hits or misses, you can choose to adjacent to your ally.
mark that target. The mark lasts until the end of your Warborn Fury Style: Augment your reaping strike power
next turn. While a target is marked, it takes a –2 pen- (already included).
alty to attack rolls if its attack doesn’t include you as a
target. A creature can be subject to only one mark at a
Key Skills Modifier Passive
time. A new mark supersedes a mark that was already
Insight +2 12
in place.
Perception +2 12
In addition, whenever an enemy marked by you is adja-
cent to you and shifts or makes an attack that does not Trained Skills Modifier Trained Skills Modifier
include you, you can make a melee basic attack against Athletics +10 Intimidate +8
that enemy as an immediate interrupt. Endurance +11
Combat Superiority: You gain a +1 bonus to opportu-
nity attack rolls. An enemy struck by your opportunity Gear
attack stops moving, if a move provoked the attack. If it
Armor: +1 veteran’s scale armor
still has actions remaining, it can use them to resume
moving. Weapon: +1 inescapable greatsword
Neck Slot: +1 amulet of protection
Racial Traits Adventurer’s Kit: This kit includes: a backpack, a bed-
Speed: 6 squares Vision: Normal roll, flint and steel, a belt pouch, two sunrods, ten days
worth of trail rations, 50 feet of hempen rope, and a
Languages: Common Alignment: Unaligned
waterskin.
Living Construct: You have the living construct keyword.
You do not need to eat, drink, breathe, or sleep. You Veteran’s Armor Level 2
never make Endurance checks to resist the effects of Battered and worn, this unassuming armor helps you get the most
starvation, thirst, or suffocation. All other conditions out of your experiences.
and effects affect you normally. Enhancement: +1 AC
Unsleeping Watcher: You do not sleep and instead enter Property: When you spend an action point, you gain a +1 item
a state of inactivity for 4 hours to gain the benefits of an bonus to all attack rolls and defenses until the end of your
extended rest. While in this state, you are fully aware next turn.
of your surroundings and notice approaching enemies
and other events as normal. Inescapable Weapon Level 3
This weapon grows increasingly eager to strike those you have
Warforged Resilience: You have a +2 racial bonus to
trouble hitting.
saving throws against ongoing damage. Also, when
Enhancement: +1 attack rolls and damage rolls
reduced to 0 hit points or fewer, you are less likely to
Critical: +1d6 damage
die than others. When you make a death saving throw, Property: Each time you miss a target with this weapon,
you can take the better of your die roll or 10. you gain a cumulative +1 bonus (up to the weapon’s
enhancement bonus) to your next attack roll with this
Ability Check Ability Check weapon against the same target. The bonus ends if you
attack a different target or when you hit.
Scores Modifier Scores Modifier
Str 18 +5 Int 11 +1
Con 16 +4 Wis 12 +2
Dex 13 +2 Cha 10 +1

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Theo Miller (order #4358806) 7

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