Vanadia
Vanadia Fiorhgard[edit]
Race: Dwarf
Class: Fighter (Battlerager) 1
Theme/Background: Heir of Delzoun
Alignment: Good
Languages: Common, Dwarven
Ability Scores[edit]
STR 18 +4
CON 18 +4
DEX 12 +1
INT 8 -1
WIS 12 +1
CHA 10 +0
Stats[edit]
Speed 5
HP 33 (Bloodied 16)
Surge Value 8
Healing Surges 13 per day
AC 18
Fortitude 16
Reflex 13
Will 11
Resist 5 poison
Saves +5 vs. poison
Passive Insight 11
Passive Perception 11
Racial Features[edit]
Dwarven Resilience Second Wind as a minor action
Encumbered Speed Armor or heavy loads don't reduce speed
Low-Light Vision
Stand Your Ground Can move 1 square less with forced movement, saving throw vs. prone
Class Features[edit]
Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
Combat Superiority: You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.
Battlerager Vigor: Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you're wielding an axe, a hammer, a mace, or a pick.
Skills[edit]
Acrobatics -2
Arcana -1
Athletics +6
Bluff +0
Diplomacy +0
Dungeoneering +8
Endurance +8
Heal +1
History -1
Insight +1
Intimidate +0
Nature +1
Perception +1
Religion +1
Stealth -2
Streetwise +0
Thievery -2
Feats[edit]
Dwarf Stoneblood: You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power.
At-Will Attack Powers[edit]
Cleave[edit]
Martial, Melee Weapon
Standard Action
Target: One creature
Attack: +6 vs. AC
Hit: 1d10+4 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).
Crushing Surge[edit]
Invigorating, Martial, Melee Weapon
Standard Action
Target: One creature
Attack: +6 vs. AC
Hit: 1d10+4 damage.
Encounter Attack Powers[edit]
Hack and Hew[edit]
Invigorating, Martial, Melee Weapon
Standard Action
Primary Target: One creature
Prinary Attack: +6 vs. AC
Hit: 1d10+4 damage.
Effect: Make a secondary attack.
- Secondary Target: One creature other than the primary target.
- Secondary Attack: +6 vs. AC
- Secondary Hit: 1d10+4 damage.
Daily Attack Powers[edit]
Unstoppable Advance[edit]
Martial, Stance
Minor Action
Effect: Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.
Equipment & Treasure[edit]
Wealth: 35 GP
Adventurer's Kit
Chainmail
Heavy Shield
Warhammer