Difference between revisions of "Jox"

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Build: Axe and Board Fighter
 
Build: Axe and Board Fighter
  
'''Level 7 Fighter'''
+
'''Level 8 Fighter'''
  
 
'''ABILITY SCORES'''
 
'''ABILITY SCORES'''
  
Str 19, Con 17, Dex 12, Int 8, Wis 14, Cha 11.
+
Str 20, Con 17, Dex 12, Int 8, Wis 15, Cha 11.
  
AC: 24 Fort: 22 Reflex: 19 Will: 19
+
AC: 25 Fort: 24 Reflex: 20 Will: 22
  
HP: 78 Surges:12 Surge Value: 19
+
HP: 84 Surges:12 Surge Value: 21
  
 
+2 Bonus to saves against ongoing damage
 
+2 Bonus to saves against ongoing damage
 
May always take a minimum of 10 on death saving throws
 
May always take a minimum of 10 on death saving throws
  
'''To hit:''' +13 '''Base Damage:''' +8 on melee attacks
+
'''To hit:''' +15 '''Base Damage:''' +9 on melee attacks
  
Speed: 6 Initiative: +4
+
Speed: 6 Initiative: +5
  
TRAINED SKILLS: Intimidate +17, Endurance +13, Athletics +11, Insight +10, Streetwise +15, Acrobatics +5
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TRAINED SKILLS: Intimidate +19, Endurance +14, Athletics +12, Insight +11, Streetwise +16, Acrobatics +6
  
 
'''FEATS'''
 
'''FEATS'''
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Level 6: Improved Defenses
 
Level 6: Improved Defenses
 +
 +
Level 8: Superior Will
  
 
Class Boon: Home Economics
 
Class Boon: Home Economics

Revision as of 07:22, 25 November 2014

Name: Jox

Quote: "Cool Story Bro!"

Age: ? Sex: N/A (Male persona)

Race: Warforged

Class: Fighter

High School Archetype: Jock/Fratboy

Personality: Obnoxious, likes to brag, and prove he is the best. Hits on every women he sees, refers to every man he sees as bro. Wants other to acknowledge him.

Bio: Jox claims he was one of the last Warforged created before the ending of the Last War. As such he has never seen combat during that conflict. A fact which lessens his standing amongst his fellow Warforged. Jox is the recipient of some special Warforged only scholarship that Morgrave has recently started.

Background: Sharn (Margrave and it's surrounding are the only thing he's ever had like a home)

Theme: Mournlands Survivor (refluffed Mercenary)

Build: Axe and Board Fighter

Level 8 Fighter

ABILITY SCORES

Str 20, Con 17, Dex 12, Int 8, Wis 15, Cha 11.

AC: 25 Fort: 24 Reflex: 20 Will: 22

HP: 84 Surges:12 Surge Value: 21

+2 Bonus to saves against ongoing damage May always take a minimum of 10 on death saving throws

To hit: +15 Base Damage: +9 on melee attacks

Speed: 6 Initiative: +5

TRAINED SKILLS: Intimidate +19, Endurance +14, Athletics +12, Insight +11, Streetwise +16, Acrobatics +6

FEATS

Freebie Feat: Weapon Expertise: Axes

Level 1: Weapon Proficiency (WarAxe)

Level 2: Armor Proficiency (Plate)

Level 4: Student of Battle (streetwise)

Level 6: Improved Defenses

Level 8: Superior Will

Class Boon: Home Economics

Class Boon: Close Quarters Combat

POWERS Fighter at-will 1: Tide of Iron

Fighter at-will 1: Brash Strike

Fighter encounter 1: Hack and Hew

Fighter encounter 3: Bull Charge

Fighter daily 1: Driving Attack

Fighter utility 2: Glowering Threat

Multiclass Daily: Inspiring Word

Fighter Daily 5: Rain Of Steel

Fighter Utility Level 6: Ignore Weakness

Fighter Utility Level 7: Come get some

Racial Encounter: Warforged Resolve (Minor)

Theme Encounter: Free action, after melee weapon attack hits add your highest modifer in additional damage and the target is knocked prone

ITEMS 194 gp

Identification and Traveling Papers with Portrait (complete with Jox making his EXTREEME! pose), 2 Handaxes, Everburning torch, Climbing kit, backpack, rope, 2 sunrods, flint and steel, empty pouch, embedded handaxe,embedded dagger in foot and wrist, embedded spike gauntlets in arms, Healing Potion (Heroic Tier), Attachable Heavy Shield, x2 Feather Token, x2 Mirror Image DragonShard

Magic Items

Level 7 Item Deep Pocket Cloak +2 (Neck Slot)

Level 2 Item +1 Mythril Plating

Level 6 Item +2 Dynamic Weapon

Level 6 Item Iron Armbands of Power (Arm Slot)

Acrobat's Boots (Level 1 Item) Minor Action: Stand from prone

Gauntlets of Ogre Strength Free Action (Daily): +5 to any one Melee attack

Dynamic Weapon This weapon transforms into any other melee weapon that its wielder desires. Level: 6 Price: 1,800 gp Weapon: Any melee Enhancement: +2 attack rolls and damage rolls Critical: +2d6 damage Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.

Map of Unseen Lands Protected by a sturdy scroll tube, this sheet of vellum is ringed with symbols of travel: wagon wheels, footsteps, and rafts. Level: 7 Price: 2,600 gp Wondrous Item

Property: You gain a +2 item bonus to Nature checks and Perception checks to navigate through areas mapped by this item’s power (including checks made during skill challenges). Power (Daily): Standard Action. You command this map to redraw itself, depicting the surface area within a 10-mile radius around you. The map doesn’t go into precise detail, but it’s accurate. It shows only aboveground terrain, not underground areas. The map includes the following features:

  • General terrain features, such as mountains, rivers, and lakes;
  • Structures 5,000 square feet or larger in size;
  • Structures important for travel, such as bridge and portals;
  • Lairs of creatures that are significant threats;
  • Names or general descriptions for any of the above features, if such information is well known.

The sketch remains on the map until this power is used again.

Martial Practices: Thug Life Level 4 Invoking time: 1 minute of thinking about yourself and asking yourself whose awesome, and knowing the right answer. (PROTIP: It's you) Cost: 1 Healing Surge Duration:24 hours You may use Strength as the determining attribute instead of charisma for Streetwise and Intimidate.

Temporary Fix (Level 1) Found in Martial Power 2

Master Artisan (level 1)

Guaranteed Disarm Time:Instant Duration:Instant Cost: 1 Healing Surge if successful You disarm a trap by going ahead and triggering it. You may roll Endurance instead of Thievery/Arcane/or whatever else the trap calls for. If you pass the check the trap is disarmed and lose one healing surge, if not the Trap activates normally. Level 1, market price: 50 gp, and instead of automatically disarming a trap, you can substitute an endurance check for a thievery check when disarming traps: some traps take several checks to disarm. Also, the time is a standard action.

Ocular Receptor Overload Warforged Only Level 5 150 GP Duration: 4 hour Cost: 1 healings surge Time: Standard action Endurance (No check) The warforged with this technique strains their optical receptors way over spec, they now have lowlight vision for four hours. After using this practice, it may not be used again without an extended rest.

Beast of Burden Duration: 24 hours Time: Instantaneous Cost: 1 healing surge Endurance (No check) You are considered to have 10 points higher in strength for the purposes of determining your Load weights.

Chest Cavity Warforged Only Time: 1 minute Duration: Until retrieved Cost: 1 Healing Surge While there is less room in a warforged body than some might think, there is some room to hide stuff. This practice works as Hidden Pocket, except that it uses Endurance instead of Thievery. market cost: 80 gp, and instead of Endurance the DC for the check result is Hard difficulty +5. Endurance just doesn’t make sense, in this context.

Class Boons: Home Economics (You have Martial Practices as a bonus feat)

Picture [1]

http://fc03.deviantart.net/fs71/f/2010/238/d/9/Comm___Wirebrain_5_by_eternity_waits.png

Theme song "Light up the Night by the Protomen" [2]]

Classes currently attending: Planar Phenomenon (The Dragon Below), Rooftop Obstacle Evasion, Close Quarters Combat, Basic Aeronautics, Small Unit Tactics, Life Skills and Home Economics