- Sir Gregory Jr
- Male Goliath
- Level 1
- Good
- Deity: Bahamut
- Height - 7'8"
- Weight - 340
- Hit points 30
- Healing Surges 10
- AC 11 (10 + (Barbarians agility +1) + (Leather Armor +2))
- Fortitude-10(+2)(+5 (str) or con mod)|17|
- Reflex----10(+1)(+0 (dex) or int mod)|11|
- Will------10(+0)(+0 (wis) or cha mod)|10|
- Strength-----18(+2)-|20|
- Constitution-13(+2)-|15|
- Dexterity----10-----|10|
- Intelligence-10-----|10|
- Wisdom-------11-----|11|
- Charisma-----10-----|10|
- Racial Traits
- Ability Scores: +2 Strength, +2 Constitution
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Giant
- Skill Bonuses: +2 Athletics, +2 Nature
- Carry weight: 200
- Racial Features
- Powerful Athlete:
- When you make an Athletics check
- to jump or climb, roll twice and use either result.
- Stone’s Endurance:
- You have the stone’s endurance
- power.
- Stone’s Endurance Goliath Racial Power
- Your foes’ attacks bounce off your stony hide.
- Encounter
- Minor Action Personal
- Effect: You gain resist 5 to all damage until the end of your
- next turn.
- Level 11: Resist 10 to all damage.
- Level 21: Resist 15 to all damage.
- Class Features
- Barbarian Agility
- While you are not wearing heavy armor, you gain a
- +1 bonus to AC and Reflex. The bonus increases to +2
- at 11th level and +3 at 21st level.
- Rageblood Vigor
- You gain the swift charge power.
- In addition, whenever your attack reduces an enemy
- to 0 hit points, you gain temporary hit points equal
- to your Constitution modifier. The number of temporary
- hit points equals 5 + your Constitution modifier
- at 11th level and 10 + your Constitution modifier at
- 21st level.
- Rage Strike
- Barbarian daily attack powers have the rage keyword
- (page 220). They allow you to unleash powerful
- bursts of emotion, willpower, and primal energy.
- Each rage power starts with a mighty attack, and then
- you enter a rage, which grants an ongoing benefit.
- At 5th level, you gain the rage strike power, which
- lets you channel an unused rage power into a devastating
- attack while you’re raging. Using rage strike
- is an alternative to using a second rage power in
- a climactic battle; it gives you the damage output
- of a daily power without forcing you to enter a
- different rage.
- Rampage
- Once per round, when you score a critical hit with a
- barbarian attack power, you can immediately make
- a melee basic attack as a free action. You do not have
- to attack the same target that you scored a critical
- hit against.
- Powers
- Swift Charge Barbarian Feature
- As your foe falls, you rush toward your next victim.
- Encounter ✦ Primal
- Free Action Personal
- Trigger: Your attack reduces an enemy to 0 hit points
- Effect: You charge an enemy.
- Devastating Strike Barbarian Attack 1
- You strike with awesome power, more concerned with offensive
- strength than defensive posturing.
- At-Will ✦ Primal, Weapon
- Standard Action Melee weapon
- Requirement: You must be wielding a two-handed weapon.
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + 1d8 + Strength modifier damage.
- Level 11: 1[W] + 2d8 + Strength modifier damage.
- Level 21: 2[W] + 3d8 + Strength modifier damage.
- Effect: Until the start of your next turn, any attacker gains
- a +2 bonus to attack rolls against you. If you are raging,
- attackers do not gain this bonus.
- Howling Strike Barbarian Attack 1
- With a blood-freezing scream, you throw yourself into the fray.
- At-Will ✦ Primal, Weapon
- Standard Action Melee weapon
- Requirement: You must be wielding a two-handed weapon.
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + 1d6 + Strength modifier damage.
- Level 11: 1[W] + 2d6 + Strength modifier damage.
- Level 21: 2[W] + 3d6 + Strength modifier damage.
- Special: When charging, you can use this power in place
- of a melee basic attack. If you are raging, you can move 2
- extra squares as part of the charge.
- Avalanche Strike Barbarian Attack 1
- You drop your guard and put all your strength into a
- devastating overhead swing.
- Encounter ✦ Primal, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier damage.
- Rageblood Vigor: The attack deals extra damage equal to
- your Constitution modifier.
- Effect: Until the start of your next turn, any attacker gains
- a +4 bonus to attack rolls against you.
- Macetail’s Rage Barbarian Attack 1
- You knock your enemy to the ground with a slam like the
- behemoth’s heavy tail, and the rage of the macetail fills you,
- refreshing you with every blow of your weapon.
- Daily ✦ Primal, Rage, Weapon
- Standard Action Close burst 1
- Target: Each enemy in burst you can see
- Attack: Strength vs. Reflex
- Hit: 1[W] + Strength modifier damage, and you knock the
- target prone.
- Miss: Half damage.
- Effect: You enter the rage of the macetail behemoth. Until
- the rage ends, whenever you hit, you gain temporary hit
- points equal to your Strength modifier.
- Feats
- Skill Focus
- +3 to checks with chosen skill(Acrobatics)
- Skills
- (Str)Athletics-----|+5|(+2)(Trained+5+3)--|+15|
- (Con)Endurance-----|+2|(+0)(Trained+5)----|+07|
- (Dex)Acrobatics----|+0|(+0)---------------|+00|
- (Dex)Stealth-------|+0|(+0)---------------|+00|
- (Dex)Thievery------|+0|(+0)---------------|+00|
- (Int)Arcana--------|+0|(+0)---------------|+00|
- (Int)History-------|+0|(+0)---------------|+00|
- (Int)Religion------|+0|(+0)---------------|+00|
- (Wis)Dungeoneering-|+0|(+0)---------------|+00|
- (Wis)Heal----------|+0|(+0)---------------|+00|
- (Wis)Insight-------|+0|(+0)---------------|+00|
- (Wis)Nature--------|+0|(+2)(Trained+5)----|+07|
- (Wis)Perception----|+0|(+0)---------------|+00|
- (Cha)Streetwise----|+0|(+0)---------------|+00|
- (Cha)Intimidate----|+0|(+0)---------------|+00|
- (Cha)Bluff---------|+0|(+0)---------------|+00|
- (Cha)Diplomacy-----|+0|(+0)---------------|+00|
- Inventory:
- 40 bits
- Leather armor (+2 AC, 15lb, trained)
- Quarterstaff (+2 prof, 5gp, 4lb, staff, trained)
- Bastard sword (+3 prof, 1d10 damage, 6lb, versatile, heavy blade, untrained)