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Sir Gregory jr

By: SneakyStumpy on Feb 8th, 2013  |  syntax: None  |  size: 5.90 KB  |  hits: 18  |  expires: Never
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  1. Sir Gregory Jr
  2. Male Goliath
  3. Level 1
  4. Good
  5. Deity: Bahamut
  6. Height - 7'8"
  7. Weight - 340
  8. Hit points 30
  9. Healing Surges 10
  10. AC 11 (10 + (Barbarians agility +1) + (Leather Armor +2))
  11. Fortitude-10(+2)(+5 (str) or con mod)|17|
  12. Reflex----10(+1)(+0 (dex) or int mod)|11|
  13. Will------10(+0)(+0 (wis) or cha mod)|10|
  14.  
  15. Strength-----18(+2)-|20|
  16. Constitution-13(+2)-|15|
  17. Dexterity----10-----|10|
  18. Intelligence-10-----|10|
  19. Wisdom-------11-----|11|
  20. Charisma-----10-----|10|
  21.  
  22. Racial Traits
  23. Ability Scores: +2 Strength, +2 Constitution
  24. Size: Medium
  25. Speed: 6 squares
  26. Vision: Normal
  27. Languages: Common, Giant
  28. Skill Bonuses: +2 Athletics, +2 Nature
  29. Carry weight: 200
  30.  
  31. Racial Features
  32.  
  33. Powerful Athlete:
  34. When you make an Athletics check
  35. to jump or climb, roll twice and use either result.
  36.  
  37. Stone’s Endurance:
  38. You have the stone’s endurance
  39. power.
  40.  
  41. Stone’s Endurance Goliath Racial Power
  42. Your foes’ attacks bounce off your stony hide.
  43. Encounter
  44. Minor Action Personal
  45. Effect: You gain resist 5 to all damage until the end of your
  46. next turn.
  47. Level 11: Resist 10 to all damage.
  48. Level 21: Resist 15 to all damage.
  49.  
  50. Class Features
  51.  
  52. Barbarian Agility
  53. While you are not wearing heavy armor, you gain a
  54. +1 bonus to AC and Reflex. The bonus increases to +2
  55. at 11th level and +3 at 21st level.
  56.  
  57. Rageblood Vigor
  58. You gain the swift charge power.
  59. In addition, whenever your attack reduces an enemy
  60. to 0 hit points, you gain temporary hit points equal
  61. to your Constitution modifier. The number of temporary
  62. hit points equals 5 + your Constitution modifier
  63. at 11th level and 10 + your Constitution modifier at
  64. 21st level.
  65.  
  66. Rage Strike
  67. Barbarian daily attack powers have the rage keyword
  68. (page 220). They allow you to unleash powerful
  69. bursts of emotion, willpower, and primal energy.
  70. Each rage power starts with a mighty attack, and then
  71. you enter a rage, which grants an ongoing benefit.
  72. At 5th level, you gain the rage strike power, which
  73. lets you channel an unused rage power into a devastating
  74. attack while you’re raging. Using rage strike
  75. is an alternative to using a second rage power in
  76. a climactic battle; it gives you the damage output
  77. of a daily power without forcing you to enter a
  78. different rage.
  79.  
  80. Rampage
  81. Once per round, when you score a critical hit with a
  82. barbarian attack power, you can immediately make
  83. a melee basic attack as a free action. You do not have
  84. to attack the same target that you scored a critical
  85. hit against.
  86.  
  87. Powers
  88.  
  89. Swift Charge Barbarian Feature
  90. As your foe falls, you rush toward your next victim.
  91. Encounter ✦ Primal
  92. Free Action Personal
  93. Trigger: Your attack reduces an enemy to 0 hit points
  94. Effect: You charge an enemy.
  95.  
  96. Devastating Strike Barbarian Attack 1
  97. You strike with awesome power, more concerned with offensive
  98. strength than defensive posturing.
  99. At-Will ✦ Primal, Weapon
  100. Standard Action Melee weapon
  101. Requirement: You must be wielding a two-handed weapon.
  102. Target: One creature
  103. Attack: Strength vs. AC
  104. Hit: 1[W] + 1d8 + Strength modifier damage.
  105. Level 11: 1[W] + 2d8 + Strength modifier damage.
  106. Level 21: 2[W] + 3d8 + Strength modifier damage.
  107. Effect: Until the start of your next turn, any attacker gains
  108. a +2 bonus to attack rolls against you. If you are raging,
  109. attackers do not gain this bonus.
  110.  
  111. Howling Strike Barbarian Attack 1
  112. With a blood-freezing scream, you throw yourself into the fray.
  113. At-Will ✦ Primal, Weapon
  114. Standard Action Melee weapon
  115. Requirement: You must be wielding a two-handed weapon.
  116. Target: One creature
  117. Attack: Strength vs. AC
  118. Hit: 1[W] + 1d6 + Strength modifier damage.
  119. Level 11: 1[W] + 2d6 + Strength modifier damage.
  120. Level 21: 2[W] + 3d6 + Strength modifier damage.
  121. Special: When charging, you can use this power in place
  122. of a melee basic attack. If you are raging, you can move 2
  123. extra squares as part of the charge.
  124.  
  125. Avalanche Strike Barbarian Attack 1
  126. You drop your guard and put all your strength into a
  127. devastating overhead swing.
  128. Encounter ✦ Primal, Weapon
  129. Standard Action Melee weapon
  130. Target: One creature
  131. Attack: Strength vs. AC
  132. Hit: 3[W] + Strength modifier damage.
  133. Rageblood Vigor: The attack deals extra damage equal to
  134. your Constitution modifier.
  135. Effect: Until the start of your next turn, any attacker gains
  136. a +4 bonus to attack rolls against you.
  137.  
  138. Macetail’s Rage Barbarian Attack 1
  139. You knock your enemy to the ground with a slam like the
  140. behemoth’s heavy tail, and the rage of the macetail fills you,
  141. refreshing you with every blow of your weapon.
  142. Daily ✦ Primal, Rage, Weapon
  143. Standard Action Close burst 1
  144. Target: Each enemy in burst you can see
  145. Attack: Strength vs. Reflex
  146. Hit: 1[W] + Strength modifier damage, and you knock the
  147. target prone.
  148. Miss: Half damage.
  149. Effect: You enter the rage of the macetail behemoth. Until
  150. the rage ends, whenever you hit, you gain temporary hit
  151. points equal to your Strength modifier.
  152.  
  153.  
  154. Feats
  155.  
  156. Skill Focus
  157. +3 to checks with chosen skill(Acrobatics)
  158.  
  159. Skills
  160. (Str)Athletics-----|+5|(+2)(Trained+5+3)--|+15|
  161. (Con)Endurance-----|+2|(+0)(Trained+5)----|+07|
  162. (Dex)Acrobatics----|+0|(+0)---------------|+00|
  163. (Dex)Stealth-------|+0|(+0)---------------|+00|
  164. (Dex)Thievery------|+0|(+0)---------------|+00|
  165. (Int)Arcana--------|+0|(+0)---------------|+00|
  166. (Int)History-------|+0|(+0)---------------|+00|
  167. (Int)Religion------|+0|(+0)---------------|+00|
  168. (Wis)Dungeoneering-|+0|(+0)---------------|+00|
  169. (Wis)Heal----------|+0|(+0)---------------|+00|
  170. (Wis)Insight-------|+0|(+0)---------------|+00|
  171. (Wis)Nature--------|+0|(+2)(Trained+5)----|+07|
  172. (Wis)Perception----|+0|(+0)---------------|+00|
  173. (Cha)Streetwise----|+0|(+0)---------------|+00|
  174. (Cha)Intimidate----|+0|(+0)---------------|+00|
  175. (Cha)Bluff---------|+0|(+0)---------------|+00|
  176. (Cha)Diplomacy-----|+0|(+0)---------------|+00|
  177.  
  178. Inventory:
  179. 40 bits
  180.  
  181. Leather armor (+2 AC, 15lb, trained)
  182. Quarterstaff (+2 prof, 5gp, 4lb, staff, trained)
  183. Bastard sword (+3 prof, 1d10 damage, 6lb, versatile, heavy blade, untrained)