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Rated: E · Appendix · Other · #2237690
Gnoll battlemind
Male Gnoll Battlemind
Level 1
Good (Chaotic)
Strength 9 (-1)
Constitution 16 (+3)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 15 (+2)
Height: 7' 3"
Weight: 310 lb
Skin: Pale
Eyes: Red
Hair: White Straight
Maximum Hit Points: 31

Bloodied: 15
Surge Value: 7
Surges / Day: 12 [includes constitution modifier]


Size: Medium
Speed: 6 squares [includes armor penalty]
Vision: Low-light

Initiative: 1d20 +2 = + 2 [dexterity]
Base Strength Attack: 1d20 -1 = -1 [strength]
Base Dexterity Attack: 1d20 +2 = + 2 [dexterity]
Base Constitution Attack: 1d20 +3 = + 3 [constitution]
Base Intelligence Attack: 1d20 -1 = -1 [intelligence]
Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]

Armor Class: 17 = 10 + 7 [Scale]
Fortitude Defense: 13 = 10 + 3 [constitution]
Reflex Defense: 12 = 10 + 2 [dexterity]
Will Defense: 14 = 10 + 2 [battlemind] + 2 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: Scale (45 lb)

Shield: None
Power Points (psionics): 2

Attacks:

Unarmed Melee: -1 [base strength attack] vs AC; damage 1[W]=1d4-1 [strength penalty]
Greataxe: +1 vs AC [-1 strength attack] [+2 proficiency]; damage 1[W]=1d12-1 [strength penalty] 12 lb (Axe) High crit
Demon Dance +3w [base constitution attack] vs AC
Iron Fist +3w [base constitution attack] vs AC
Allies to Enemies +3w [base constitution attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
90 lb.
180 lb.
450 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
30 lb. or less
31-60 lb.
61-90 lb.
90 lb.
180 lb.
450 lb.


Languages: Common; Abyssal;

Rituals Known:

Skills:

Acrobatics: +2 = 2 [dexterity]
Arcana: +4 = -1 [intelligence] +5 [class training]
Athletics: +4 = -1 [strength] +5 [class training]
Bluff: +7 = 2 [charisma] +5 [class training]
Diplomacy: +2 = 2 [charisma]
Dungeoneering: +0 = 0 [wisdom]
Endurance: +3 = 3 [constitution]
Heal: +0 = 0 [wisdom]
History: -1 = -1 [intelligence]
Insight: +0 = 0 [wisdom]
Intimidate: +4 = 2 [charisma] + 2 `]
Nature: +0 = 0 [wisdom]
Perception: +2 = 0 [wisdom] + 2 [alertness]
Religion: -1 = -1 [intelligence]
Stealth: +2 = 2 [dexterity]
Streetwise: +2 = 2 [charisma]
Thievery: +2 = 2 [dexterity]
Feats:

Alertness Per Essentials, you cannot be surprised at all
At-Will:

Melee Basic Attack: By weapon, damage 1[W]-1 [strength penalty] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: -1 [base strength attack] vs fortitude [standard action]
Grab: -1 [base strength attack] vs reflex [standard action]
Move grabbed target: -1 [base strength attack] vs fortitude [standard action]
Escape: +2 [acrobatics] vs reflex / +4 [athletics] vs fortitude [move action]
Battlemind's Demand [Battlemind][immediate reaction]
Blurred Step [Battlemind][opportunity action]
Mind Spike [Battlemind][immediate reaction]
Demon Dance [Level 1]
Iron Fist [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Ferocious Charge [Gnoll]
Speed of Thought [free action]
Daily Powers:

Allies to Enemies [Level 1]
Gnoll

+2 Constitution, +2 Dexterity (already included)
+2 Intimidate
Blood Fury (see Monster Manual)
Ferocious Charge
Battlemind
This battlemind chose the Speed of Thought study option.
Psionic Augmentation
Psionic Defense
Psionic Study

Equipment:

57 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
102 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about this character:









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