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Farga Kneecleaver
CHARACTER
1/2/3
LEVELS
Dwarf
RACE
Fighter-Knight
CLASS (THEME)
Medium 4'7"
SIZE Ability HEIGHT
200
WEIGHT Score Mod
20
AGE
Also add 1/2 your level to d20 rolls
M
SEX
NG
ALIGN DEITY
Low
VISION
+2/3
INITIATIVE
5
SPEED
NOTE: Numbers separated by slashes indicate character levels. x/y/z are levels 1/2/3, while x/y are 1/2 ( level bonus).
16 16 14 10 14 10
+3 +3 +2 +0 +2 +0
AC 20/21 FORTITUDE 15/16 REFLEX 14/15 WILL 12/13 Skills (Class, Trained)
0 0
Add 1/2 your level to all skill rolls
6 *Athletics (Str)I 0 0 4 8 2 0 2 5 2 2 0 0 0 0 Bluff (Cha) Diplomacy (Cha) Dungeoneering (Wis)R *Endurance (Con)R Heal (Wis) History (Int) Insight (Wis) Intimidate (Cha) Nature (Wis) Perception (Wis) Religion (Int) *Stealth (Dex) Streetwise (Cha) *Thievery (Dex)
Attack Powers
Melee Basic Attack (MBA) (Craghammer) Standard Action Target: One creature. Melee Weapon. Attack: +7/9 vs AC. Hit: 1d10+6 damage. Ranged Basic Attack (RBA) (Handaxe) Standard Action Target: One creature. Ranged 6/12. Attack: +7/9 vs AC. Hit: 1d6+6 damage. L3 Power Strike No Action: (Twice per encounter at level 3, but only once per round) Trigger: You hit an enemy with an MBA. Effect: The attacks deals 1[W] extra damage.
Utility Powers
Cleaving Assault Minor Action (Martial, Stance) While in this stance: When you hit with an MBA, you can deal damage = to your Con modifier (3) to another adjacent enemy. Hammer Hands Minor Action (Martial, Stance) While in this stance: When you hit with an MBA, you can push the target 1 square then shift into the space it left. L2 Pass Forward Move Action (Martial) Pick an adjacent enemy and move up to your speed. As long as you end the movement next to the targeted enemy, you don't provoke OAs from it.
Equipment
107 lbs (160 max) Backpack (2 lbs) 50' Hemp rope (5 lbs) Climber's kit (11 lbs) 3 days trail rations (3 lbs) 2 Belt pouches (1 lbs) 2 Sunrods (2 lbs) Waterskin (4 lbs) Craghammer (6 lbs) Plate armor (50 lbs) Heavy Shield (15 lbs)
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Game Terms
Actions Each turn you get three actions, one each Standard, Move, and Minor. Each power tells you which is needed to activate it. Standard: Most attacks, and any other action that takes up most of your turn. Move: Move your speed, shift one square, or other movement-based powers. Minor: Draw or stow a weapon, get something out of a pocket, drink a potion, etc. You can choose to downgrade any of your actions (turning your move into a minor, for instance), but can never upgrade them. Opportunity Attacks/Actions OAs are generally provoked by two things: moving out of a square adjacent to an enemy, or making a ranged or area attack while adjacent to an enemy. You can avoid provoking an OA by carefully and slowly moving away from your opponent. This is called a "Shift", and lets you move 1 square, but not through difficult terrain. The difference between attack and action in this case, is that an opportunity attack is simply a Melee Basic Attack (check your powers) with whatever weapon you are currently wielding, while opportunity actions are powers. Immediate Actions Similar to OAs, Immediates trigger in response to other characters' actions. There are two types. Immediate Interrupts, as their name implies, interrupt the triggering action. Immediate Reactions, on the other hand, don't resolve until the triggering action is complete. Combat Advantage When you face attackers on both sides it is much harder to defend from both of them. This is called flanking and causes you to grant combat advantage, giving the flankers a +2 attack bonus. Charge With a single standard action you can move up to your speed then make an MBA, gaining a +1 bonus to the attack roll. The drawbacks are that for the next turn you grant combat advantage to every enemy except the target of your charge, and after charging your turn immediately ends. Readied Actions Readying an action requires a standard action, regardless of the kind of action you prepare. To ready an action you simply specify a trigger and your response. For instance, "If an enemy steps through that door, I'll attack it with Tide of Iron." Second Wind Once per encounter, you can use a standard action to spend a healing surge (regaining a surge worth of HP) and gain a +2 power bonus to your defenses until the start of your next turn. Stance Powers with the stance keyword remain in effect until you enter a different stance, fall unconscious, or use a minor action to end it. Non-at will stances also end at the end of the encounter.