whither Male Genasi Warlord Level 1 Unaligned (Chaotic) Strength 16 (+3) Constitution 15 (+2) Dexterity 10 (+0) Intelligence 16 (+3) Wisdom 11 (+0) Charisma 12 (+1) Height: 6' 0" Weight: 220 lb Skin: Gold Eyes: Amber Hair: Silver Curly; Thick Beard / Hirsute Maximum Hit Points: 27 Bloodied: 13 Surge Value: 6 Surges / Day: 9 [includes constitution modifier] Size: Medium Speed: 5 squares [includes armor penalty] Vision: Normal Initiative: 1d20 +2 = + 0 [dexterity] + 2 [combat leader] Base Strength Attack: 1d20 +3 = + 3 [strength] Base Dexterity Attack: 1d20 +0 = + 0 [dexterity] Base Constitution Attack: 1d20 +2 = + 2 [constitution] Base Intelligence Attack: 1d20 +3 = + 3 [intelligence] Base Wisdom Attack: 1d20 +0 = + 0 [wisdom] Base Charisma Attack: 1d20 +1 = + 1 [charisma] Armor Class: 16 = 10 + 6 [Chainmail] Fortitude Defense: 15 = 10 + 1 [Stormsoul] + 1 [warlord] + 3 [strength] Reflex Defense: 13 = 10 + 3 [intelligence] Will Defense: 12 = 10 + 1 [warlord] + 1 [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: Chainmail (40 lb) Shield: None Attacks: Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus] Greatsword: +6 vs AC [+3 strength attack] [+3 proficiency]; damage 1[W]=1d10+3 [strength bonus] 8 lb (Heavy blade) Commander's Strike (ally adds your intelligence bonus to damage) Furious Smash +3w [base strength attack] vs fortitude coordinated offensive: Bastion of Defense +3w [base strength 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 160 lb. 320 lb. 800 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb. Languages: Common; Primordial; Rituals Known: Skills: Acrobatics: -1 = 0 [dexterity] -1 [armor] Arcana: +3 = 3 [intelligence] Athletics: +7 = 3 [strength] +5 [class training]-1 [armor] Bluff: +1 = 1 [charisma] Diplomacy: +6 = 1 [charisma] +5 [class training] Dungeoneering: +0 = 0 [wisdom] Endurance: +8 = 2 [constitution] + 2 [Genasi] +5 [class training]-1 [armor] Heal: +5 = 0 [wisdom] +5 [class training] History: +3 = 3 [intelligence] Insight: +0 = 0 [wisdom] Intimidate: +1 = 1 [charisma] Nature: +2 = 0 [wisdom] + 2 [Genasi] Perception: +0 = 0 [wisdom] Religion: +3 = 3 [intelligence] Stealth: -1 = 0 [dexterity] -1 [armor] Streetwise: +1 = 1 [charisma] Thievery: -1 = 0 [dexterity] -1 [armor] Feats: Tactical Assault At-Will: Melee Basic Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action] Ranged Basic Attack: By weapon, damage 1[W] [standard action] Bull Rush: +3 [base strength attack] vs fortitude [standard action] Grab: +3 [base strength attack] vs reflex [standard action] Move grabbed target: +3 [base strength attack] vs fortitude [standard action] Escape: -1 [acrobatics] vs reflex / +7 [athletics] vs fortitude [move action] Commander's Strike [Level 1] Furious Smash [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 7]; 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] Promise of Storm [Stormsoul][minor action] Inspiring Word [minor action][2x/encounter] coordinated offensive [Level 1]: Daily Powers: Bastion of Defense [Level 1] Genasi +2 intelligence, +2 constitution or wisdom (already included, you chose constitution.) +2 Endurance, +2 Nature Elemental Origin This genasi chose the stormsoul manifestation first. This gives +2 on fortitude defense, resist 5 lightning, and the promise of storm power. Warlord Combat Leader (+2 initiative for self and all allies within ten squares who see & hear you) This warlord chose the tactical presence. Any ally in sight who spends an action point to attack gets a bonus on attack roll equal to half your intelligence modifier. Can receive benefit from only one warlord at a time. Inspiring Word (target spends healing surge and gains an additional1d6 at level 1) whither's Equipment: 48 lb 2 lb 5 lb 4 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb _____ 93 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 whither: |