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| '''''Trained''''' | | '''''Trained''''' |
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− | '''Athletics'''(STR) +13 | + | '''Trained Skill 1'''(STAT) ?? |
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− | '''Endurance''' (CON) +12 | + | '''Trained Skill 2''' (STAT) ?? |
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− | '''Intimidate''' (CHA) +8 | + | '''Trained Skill 3''' (STAT) ?? |
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| + | '''Trained Skill 4''' (STAT) ?? |
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| '''''Passive''''' | | '''''Passive''''' |
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− | '''Insight'''(Wis) 14 | + | '''Insight'''(Wis) ?? |
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− | '''Perception''' (Wis) 14 | + | '''Perception''' (Wis) ?? |
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− | == '''''Class and Racial Features''''' ==
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− | ''HALF GIANT''
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− | '''Mountain's Tenacity''' +1 to WILL
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− | '''Powerful Athlete''' Roll twice and use either result when making Athletics results to jump or climb.
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− | '''Stone's Endurance''' Have the stone's endurance power.
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− | ''FIGHTER''
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− | '''Combat Challenge''' Mark Foes you attack. They get -2 to attacks not including you. Make a melee basic attack against adjacent marked foe who shifts or makes an attack not including you. Mark lasts until the end of your next turn.
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− | '''Combat Superiority''' Add your Wis Modifier to Opportunity attacks, OA's halt the target's movement if it hits.
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− | '''Battlerager Vigor''' Temp HP when you hit with a melee or close attack (+3 Temp). Double this (+6) if the power is an invigorating power. If you use an invigorating attack power and miss every target with it, gain +3 Temp HP.
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− | When wearing light armor or chainmail, gain +2 to damage rolls with melee and close weapon attacks whenever you have Temp HP.
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| == '''''Feats''''' == | | == '''''Feats''''' == |
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− | '''Half-Giant Weapon Prowess''' +2 to damage rolls with Two Handed Weapons.
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− | '''Weapon Expertise (Hammers)''' +1 to attack with hammers.
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− | '''Fast Runner''' Gain +2 to your speed whenever you charge or run.
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− |
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− | '''Victor's confidence''' When you reduce an enemy to 0 HP with a melee attack, you gain a +1 bonus to saving throws until the end of the encounter.
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| == '''''@-WILLs''''' == | | == '''''@-WILLs''''' == |
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− | '''Melee Basic Attack (MAUL)'''<br>
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− | Standard, Weapon<br>
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− | Range: Melee<br>
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− | Target: One Creature<br>
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− | Attack: +11 vs. AC<br>
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− | Damage: 2d6+7 damage.
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− | '''Basic Ranged Attack (JAVELINS x5)'''<br>
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− | Standard, Weapon<br>
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− | Range: 10/20<br>
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− | Target: One Creature<br>
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− | Damage: 1d6+5 damage.
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− | '''Crushing Surge'''<br>
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− | Standard, INVIGORATING, Martial, Weapon<br>
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− | Range: Melee<br>
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− | Target: One Creature<br>
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− | Attack: +11 vs. AC<br>
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− | Hit: 2d6+7 damage. (+2 damage if you have TEMP hp when you make the attack).
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− |
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− | '''Knockdown Assualt'''<br>
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− | Standard, Martial, Weapon<br>
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− | Range: Melee<br>
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− | Target: One creature.<br>
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− | Attack: +11 vs. Fort<br>
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− | Hit: 4 damage and you knock the target prone.<br>
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− | Special: When charging, you can use this power in place of a melee basic attack.
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| == ''''' Encounters ''''' == | | == ''''' Encounters ''''' == |
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− | '''Stone's Endurance'''<br>
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− | Minor Action<br>
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− | Effect: You gain resist 5 to all damage until the end of your next turn.
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− |
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− | '''Bell Ringer'''<br>
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− | Standard Action, INVIGORATING, Martial, Weapon<br>
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− | Range: Melee<br>
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− | Target: One Creature<br>
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− | Attack: +11 vs. Fort<br>
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− | Hit: 3 damage and the target is dazed until the end of your next turn.
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− |
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− | '''Blinding Smash'''<br>
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− | Standard Action, INVIGORATING, Martial, Weapon<br>
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− | Range: Melee<br>
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− | Target: One Creature<br>
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− | Attack: +11 vs. Fort<br>
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− | Hit: 3 damage and the target is blinded until the end of your next turn.
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− |
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− | '''Disruptive Advance'''<br>
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− | Standard Action, Martial, Weapon<br>
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− | Range:Melee<br>
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− | Target: One Creature<br>
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− | Attack: +11 vs. AC<br>
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− | Hit: 4d6+7 damage and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
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− |
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− | '''Amulet of Life +1'''<br>
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− | Free action<br>
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− | Trigger: Use this power when you spend a healing surge.<br>
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− | Effect: You can spend an Additional Healing surge.
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− |
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− | '''EVERYBODY MOVE!'''<br>
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− | Minor Action, Fear<br>
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− | Range: Close Blast 3<br>
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− | Target: Each enemy in blast.<br>
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− | Effect: You push each target 1 square, but not into difficult terrain.
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| == '''''Daily'''''== | | == '''''Daily'''''== |
− | ''Note'' A reliable attack isn't expended if it misses.
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− |
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− | '''Comback Strike'''<br>
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− | Standard action, Healing, Martial, RELIABLE<br>
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− | Range: Melee<br>
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− | Target: One Creature<br>
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− | Attack: +11 vs. AC<br>
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− | Hit: 4d6+7 damage and you spend a healing surge.
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− |
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− | '''Pinning Smash'''<br>
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− | Standard Action, INVIGORATING, Martial, Weapon<br>
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− | Range: Melee<br>
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− | Target: One Creature<br>
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− | Attack: +11 vs. AC<br>
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− | Hit: 2d6+10 damage and the target is immobilized until you are not adjacent to it.<br>
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− | Miss:Half damage, and the target is immobilized until the end of your next turn.
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− | '''Boundless Endurance'''<br>
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− | Minor Action<br>
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− | Effect: You gain regeneration 5 when you are bloodied.
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| == '''''GEAR''''' == | | == '''''GEAR''''' == |
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− | Adventurer's Kit
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− |
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− | Javelins (5)
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− | '''Aftershock Maul +1''' +1d6 damage on critical, plus each enemey adjacent to the target of the critical hit is knocked prone.
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− | '''Amulet of Life''' See encounter power above.
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− | '''Magic Finemail +2''' -1 speed, -1 to Physical skill checks
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